294 lines
10 KiB
HLSL
294 lines
10 KiB
HLSL
#include "shared/point.hlsl"
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#include "shared/quat-functions.hlsl"
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#include "shared/point-light.hlsl"
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#include "shared/pbr.hlsl"
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static const float3 Corners[] =
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{
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float3(0, -1, 0),
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float3(1, -1, 0),
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float3(1, 1, 0),
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float3(1, 1, 0),
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float3(0, 1, 0),
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float3(0, -1, 0),
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};
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cbuffer Transforms : register(b0)
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{
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float4x4 CameraToClipSpace;
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float4x4 ClipSpaceToCamera;
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float4x4 WorldToCamera;
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float4x4 CameraToWorld;
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float4x4 WorldToClipSpace;
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float4x4 ClipSpaceToWorld;
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float4x4 ObjectToWorld;
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float4x4 WorldToObject;
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float4x4 ObjectToCamera;
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float4x4 ObjectToClipSpace;
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};
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cbuffer Params : register(b1)
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{
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float4 Color;
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float Width;
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float Spin;
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float Twist;
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float TextureMode;
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float2 TextureRange;
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float UseWAsWeight;
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};
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cbuffer FogParams : register(b2)
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{
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float4 FogColor;
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float FogDistance;
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float FogBias;
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}
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cbuffer PointLights : register(b3)
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{
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PointLight Lights[8];
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int ActiveLightCount;
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}
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cbuffer PbrParams : register(b4)
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{
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float4 BaseColor;
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float4 EmissiveColor;
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float Roughness;
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float Specular;
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float Metal;
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}
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cbuffer Transforms : register(b5)
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{
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int SideCount;
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};
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struct psInput
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{
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float2 texCoord : TEXCOORD;
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float4 pixelPosition : SV_POSITION;
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float3 worldPosition : POSITION;
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float3x3 tbnToWorld : TBASIS;
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float fog:VPOS;
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};
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sampler texSampler : register(s0);
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StructuredBuffer<LegacyPoint> Points : t0;
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//Texture2D<float4> texture2 : register(t1);
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Texture2D<float4> BaseColorMap : register(t1);
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Texture2D<float4> EmissiveColorMap : register(t2);
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Texture2D<float4> RSMOMap : register(t3);
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Texture2D<float4> NormalMap : register(t4);
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TextureCube<float4> PrefilteredSpecular: register(t5);
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Texture2D<float4> BRDFLookup : register(t6);
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static const int DrawsPerQuad =6;
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static int DrawsPerStep = DrawsPerQuad * SideCount;
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static const float Tau = 3.141578 * 2;
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psInput vsMain(uint id: SV_VertexID)
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{
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uint pointCount, pointStride;
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Points.GetDimensions(pointCount, pointStride);
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psInput output;
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float discardFactor = 1;
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int indexInLineStep = id % DrawsPerStep;
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int cornerIndex = indexInLineStep % DrawsPerQuad;
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int sideIndex = indexInLineStep / DrawsPerQuad;
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int particleId = id / DrawsPerStep;
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float3 cornerFactors = Corners[cornerIndex];
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float f = (float)(particleId + cornerFactors.x) / clamp(pointCount - 1, 1,100000);
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int offset = cornerFactors.x < 0.5 ? 0 : 1;
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LegacyPoint p = Points[particleId+offset];
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float4 pointRotation = p.Rotation;
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float WidthFactor = UseWAsWeight || isnan(p.W)> 0.5 ? p.W : 1;
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float fRing = (sideIndex + (cornerFactors.y / 2 + 0.5)) / SideCount;
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float spinRad = fRing * Tau;
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float3 side = float3(cos(spinRad), 0, sin(spinRad));
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float3 radiusOffset = qRotateVec3(side, pointRotation) * Width * WidthFactor;
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float3 pInObject = p.Position + radiusOffset;
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//float3 normalTwisted = float3(0, cos(spinRad + 3.141578/2), sin(spinRad + 3.141578/2));
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//float3 normal = normalize(qRotateVec3(normalTwisted, pointRotation));
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//float4 normalInScreen = mul(float4(normal,0), ObjectToClipSpace);
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output.texCoord = float2( f * (TextureRange.y - TextureRange.x) + TextureRange.x,
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fRing);
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// Pass tangent space basis vectors (for normal mapping).
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float3x3 TBN = float3x3(
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normalize(radiusOffset), // vertex.Bitangent,
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normalize(qRotateVec3(float3(1,0,0), pointRotation)), // vertex.Bitangent,
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normalize(qRotateVec3(float3(1,0,0), pointRotation)) // vertex.Bitangent,
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);
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//TBN = mul(TBN, (float3x3)ObjectToWorld);
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output.tbnToWorld = TBN;
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output.worldPosition = mul(float4(pInObject,0), ObjectToWorld);
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float4 pInScreen = mul(float4(pInObject,1), ObjectToClipSpace);
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float3 lightDirection = float3(1.2, 1, -0.1);
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//float phong = pow( abs(dot(normal,lightDirection )),1);
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output.pixelPosition = pInScreen;
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// Fog
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float4 posInCamera = mul(float4(pInObject,1), ObjectToCamera);
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output.fog = pow(saturate(-posInCamera.z/FogDistance), FogBias);
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return output;
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}
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float4 psMain(psInput pin) : SV_TARGET
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{
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// Sample input textures to get shading model params.
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float4 albedo = BaseColorMap.Sample(texSampler, pin.texCoord).rgba;
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float4 roughnessSpecularMetallic = RSMOMap.Sample(texSampler, pin.texCoord);
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float metalness = roughnessSpecularMetallic.z + Metal;
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float normalStrength = roughnessSpecularMetallic.y;
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float roughness = roughnessSpecularMetallic.x + Roughness;
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// Outgoing light direction (vector from world-space fragment position to the "eye").
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float3 eyePosition = mul( float4(0,0,0,1), CameraToWorld);
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float3 Lo = normalize(eyePosition - pin.worldPosition);
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// Get current fragment's normal and transform to world space.
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float3 N = lerp(float3(0,0,1), normalize(2.0 * NormalMap.Sample(texSampler, pin.texCoord).rgb - 1.0), normalStrength);
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//return float4(pin.tbnToWorld[0],1);
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N = normalize(mul(N,pin.tbnToWorld));
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return float4(N.xyz,1);
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float isFrontSide = dot(N, Lo)/10;
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if( isFrontSide < -0.1)
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N = -N;
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// Angle between surface normal and outgoing light direction.
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float cosLo = max(0.0, dot(N, Lo));
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// Specular reflection vector.
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float3 Lr = 2.0 * cosLo * N - Lo;
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// Fresnel reflectance at normal incidence (for metals use albedo color).
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float3 F0 = lerp(Fdielectric, albedo, metalness);
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// Direct lighting calculation for analytical lights.
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float3 directLighting = 0.0;
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for(uint i=0; i < ActiveLightCount; ++i)
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{
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float3 Li = Lights[i].position - pin.worldPosition; //- Lights[i].direction;
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float distance = length(Li);
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float intensity = Lights[i].intensity / (pow(distance,Lights[i].decay) + 0.2);
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float3 Lradiance = Lights[i].color * intensity; //Lights[i].radiance;
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// Half-vector between Li and Lo.
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float3 Lh = normalize(Li + Lo);
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// Calculate angles between surface normal and various light vectors.
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float cosLi = max(0.0, dot(N, Li));
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float cosLh = max(0.0, dot(N, Lh));
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// Calculate Fresnel term for direct lighting.
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float3 F = fresnelSchlick(F0, max(0.0, dot(Lh, Lo)));
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// Calculate normal distribution for specular BRDF.
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float D = ndfGGX(cosLh, roughness);
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// Calculate geometric attenuation for specular BRDF.
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float G = gaSchlickGGX(cosLi, cosLo, roughness);
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// Diffuse scattering happens due to light being refracted multiple times by a dielectric medium.
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// Metals on the other hand either reflect or absorb energy, so diffuse contribution is always zero.
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// To be energy conserving we must scale diffuse BRDF contribution based on Fresnel factor & metalness.
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float3 kd = lerp(float3(1, 1, 1), float3(0, 0, 0), metalness);
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//return float4(F, 1);
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// Lambert diffuse BRDF.
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// We don't scale by 1/PI for lighting & material units to be more convenient.
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// See: https://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
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float3 diffuseBRDF = kd * albedo.rgb;
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// Cook-Torrance specular microfacet BRDF.
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float3 specularBRDF = ((F * D * G) / max(Epsilon, 4.0 * cosLi * cosLo)) * Specular;
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// Total contribution for this light.
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directLighting += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
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}
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// Ambient lighting (IBL).
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float3 ambientLighting = 0;
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{
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// Sample diffuse irradiance at normal direction.
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//float3 irradiance = 0;// irradianceTexture.Sample(texSampler, N).rgb;
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uint width, height, levels;
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PrefilteredSpecular.GetDimensions(0, width, height, levels);
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float3 irradiance = PrefilteredSpecular.SampleLevel(texSampler, Lr.xyz, 0.8 * levels).rgb;
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// Calculate Fresnel term for ambient lighting.
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// Since we use pre-filtered cubemap(s) and irradiance is coming from many directions
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// use cosLo instead of angle with light's half-vector (cosLh above).
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// See: https://seblagarde.wordpress.com/2011/08/17/hello-world/
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float3 F = fresnelSchlick(F0, cosLo);
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// Get diffuse contribution factor (as with direct lighting).
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float3 kd = lerp(1.0 - F, 0.0, metalness);
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// Irradiance map contains exitant radiance assuming Lambertian BRDF, no need to scale by 1/PI here either.
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float3 diffuseIBL = kd * albedo.rgb * irradiance;
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// Sample pre-filtered specular reflection environment at correct mipmap level.
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//uint specularTextureLevels = querySpecularTextureLevels(BaseColorMap);
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float3 specularIrradiance = PrefilteredSpecular.SampleLevel(texSampler, Lr.xyz, roughness * levels).rgb;
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//float3 specularIrradiance = 0;
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//return float4(specularIrradiance * 1, 1);
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// Split-sum approximation factors for Cook-Torrance specular BRDF.
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float2 specularBRDF = BRDFLookup.Sample(texSampler, float2(cosLo, roughness)).rg;
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//return float4(cosLo, roughness,0,1);
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// Total specular IBL contribution.
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float3 specularIBL = (F0 * specularBRDF.x + specularBRDF.y) * specularIrradiance;
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// Total ambient lighting contribution.
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ambientLighting = diffuseIBL + specularIBL;
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}
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// Final fragment color.
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//return float4(directLighting + ambientLighting, 1.0) * BaseColor * Color * float4(1,1,1,albedo.a)
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// + float4(EmissiveColorMap.Sample(texSampler, pin.texCoord).rgb * EmissiveColor.rgb, 0);
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// float4 litColor= float4(directLighting + ambientLighting, 1.0) * BaseColor;
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// return lerp(litColor, FogColor, pin.fog)
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// + float4(EmissiveColorMap.Sample(texSampler, pin.texCoord).rgb * EmissiveColor.rgb, 0);
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float4 litColor= float4(directLighting + ambientLighting, 1.0) * BaseColor * Color;
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litColor.rgb = lerp(litColor.rgb, FogColor.rgb, pin.fog);
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litColor += float4(EmissiveColorMap.Sample(texSampler, pin.texCoord).rgb * EmissiveColor.rgb, 0);
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litColor.a *= albedo.a;
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return litColor;
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} |