DragonNest/Tools/Shaders/Default.fx
Cussrro 243fadee1d 1
2024-12-26 14:04:28 +08:00

334 lines
10 KiB
HLSL

#include "CalcBlendBone.fxh"
#include "CalcFog.fxh"
#include "CalcLight.fxh"
#include "CalcShadow.fxh"
//////////////////////////////////////////////////////////////////////////////////////////////
// World Mat Param
//////////////////////////////////////////////////////////////////////////////////////////////
float4x4 g_WorldViewMat : WORLDVIEW;
float4x4 g_WorldViewProjMat : WORLDVIEWPROJ;
#ifdef BAKE_VELOCITY
float4x4 g_PrevWorldViewProjMat : PREVWORLDVIEWPROJ;
float4x4 g_InvWorldViewPrevWVPMat : INVWORLDVIEWPREVWORLDVIEWPROJ;
#endif
//////////////////////////////////////////////////////////////////////////////////////////////
// Shared Param
//////////////////////////////////////////////////////////////////////////////////////////////
shared float4x4 g_ProjMat : PROJECTION;
//////////////////////////////////////////////////////////////////////////////////////////////
// Global Param
//////////////////////////////////////////////////////////////////////////////////////////////
#ifdef _3DSMAX_
float4 g_LightDir : DIRECTION
<
string UIName = "Light Direction";
string Object = "TargetLight";
int RefID = 0;
> = { 0.577f, -0.577f, 0.577f, 0.0f };
float4 g_LightDiffuse : LIGHTCOLOR
<
int LightRef = 0;
> = { 1.0f, 1.0f, 1.0f, 1.0f };
#endif
//////////////////////////////////////////////////////////////////////////////////////////////
// Custom Param
//////////////////////////////////////////////////////////////////////////////////////////////
#include "MaterialColor.fxh"
//////////////////////////////////////////////////////////////////////////////////////////////
// Vertex Buffer Declaration
//////////////////////////////////////////////////////////////////////////////////////////////
struct VertexInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
};
struct VertexInputAni {
float3 Position : POSITION;
float3 Normal : NORMAL;
int4 nBoneIndex : BLENDINDICES;
float4 fWeight : BLENDWEIGHT;
};
struct VertexOutput
{
float4 Position : POSITION;
float4 Color : TEXCOORD0;
float4 Fog : TEXCOORD1;
#ifdef BAKE_DEPTHMAP
float DepthValue : TEXCOORD2;
#endif
#ifdef BAKE_VELOCITY
float2 Velocity : TEXCOORD3;
#endif
};
struct VertexOutputShadow
{
float4 Position : POSITION;
float4 Color : TEXCOORD0;
float4 Fog : TEXCOORD1;
#if defined( SIMPLE_SHADOWMAP ) || defined( DEPTH_SHADOWMAP )
float4 LightSpacePos : TEXCOORD2;
#endif
#ifdef BAKE_DEPTHMAP
float DepthValue : TEXCOORD3;
#endif
#ifdef BAKE_VELOCITY
float2 Velocity : TEXCOORD4;
#endif
};
struct PixelOutput
{
float4 Color : COLOR0;
#ifdef BAKE_DEPTHMAP
float4 Depth : COLOR1;
#endif
#ifdef BAKE_VELOCITY
float4 Velocity : COLOR2;
#endif
};
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Vertex Shader
//////////////////////////////////////////////////////////////////////////////////////////////
#ifdef ETERNITY_ENGINE
#define CalcDefault \
float3 WorldViewPos = mul( float4( Input.Position.xyz, 1.0f ), g_WorldViewMat ); \
Output.Position = mul( float4( WorldViewPos, 1.0f ), g_ProjMat ); \
\
float3 WorldViewNormal = mul( Input.Normal, g_WorldViewMat ); \
\
float4 DiffuseLight = float4( 0.0f, 0.0f, 0.0f, 1.0f ); \
DiffuseLight = CalcDiffuseAll( DiffuseLight, WorldViewNormal, WorldViewPos ); \
\
float4 Ambient = g_MaterialAmbient * g_LightAmbient; \
float4 Diffuse = g_MaterialDiffuse * DiffuseLight; \
Output.Color = Diffuse + Ambient; \
Output.Color.w = g_MaterialAmbient.w; \
float2 ScreenCoord = Output.Position.xy / Output.Position.w; \
Output.Fog.xy = ( ScreenCoord + 1.0f ) * 0.5f; \
Output.Fog.y = 1.0f - Output.Fog.y; \
\
VertexOutput DefaultVS( VertexInput Input )
{
VertexOutput Output;
CalcDefault;
Output.Fog.zw = CalcFogValue( Output.Position.z );
#ifdef BAKE_DEPTHMAP
Output.DepthValue = Output.Position.z;
#endif
#ifdef BAKE_VELOCITY
Output.Velocity = Output.Position.xy / Output.Position.w;
float4 PrevWorldViewProjPos = mul( float4( Input.Position.xyz, 1.0f ), g_PrevWorldViewProjMat );
Output.Velocity -= PrevWorldViewProjPos.xy / PrevWorldViewProjPos.w;
#endif
return Output;
}
VertexOutputShadow DefaultShadowVS( VertexInput Input )
{
VertexOutputShadow Output;
CalcDefault;
Output.Fog.zw = CalcFogValue( Output.Position.z );
#if defined( SIMPLE_SHADOWMAP ) || defined( DEPTH_SHADOWMAP )
Output.LightSpacePos = mul( float4( Input.Position.xyz, 1.0f ) , g_WorldLightViewProjMat );
Output.LightSpacePos.z = dot( float4( Input.Position.xyz, 1.0f ) , g_WorldLightViewProjDepth ) * Output.LightSpacePos.w;
#endif
#ifdef BAKE_DEPTHMAP
Output.DepthValue = Output.Position.z;
#endif
#ifdef BAKE_VELOCITY
Output.Velocity = Output.Position.xy / Output.Position.w;
float4 PrevWorldViewProjPos = mul( float4( Input.Position.xyz, 1.0f ), g_PrevWorldViewProjMat );
Output.Velocity -= PrevWorldViewProjPos.xy / PrevWorldViewProjPos.w;
#endif
return Output;
}
#define CalcDefaultAni \
float3 WorldViewPos = CalcBlendPosition( Input.Position, Input.nBoneIndex, Input.fWeight ); \
Output.Position = mul( float4( WorldViewPos, 1.f ) , g_ProjMat ); \
\
float3 WorldViewNormal = CalcBlendNormal( Input.Normal, Input.nBoneIndex, Input.fWeight ); \
\
float4 DiffuseLight = float4( 0.0f, 0.0f, 0.0f, 1.0f ); \
DiffuseLight = CalcDiffuseAll( DiffuseLight, WorldViewNormal, WorldViewPos ); \
\
float4 Ambient = g_MaterialAmbient * g_LightAmbient; \
float4 Diffuse = g_MaterialDiffuse * DiffuseLight; \
Output.Color = Diffuse + Ambient; \
Output.Color.w = g_MaterialAmbient.w; \
float2 ScreenCoord = Output.Position.xy / Output.Position.w; \
Output.Fog.xy = ( ScreenCoord + 1.0f ) * 0.5f; \
Output.Fog.y = 1.0f - Output.Fog.y; \
VertexOutput DefaultAniVS( VertexInputAni Input )
{
VertexOutput Output;
CalcDefaultAni;
Output.Fog.zw = CalcFogValue( Output.Position.z );
#ifdef BAKE_DEPTHMAP
Output.DepthValue = Output.Position.z;
#endif
#ifdef BAKE_VELOCITY
Output.Velocity = Output.Position.xy / Output.Position.w;
float4 PrevWorldViewProjPos = mul( float4( WorldViewPos.xyz, 1.0f ), g_InvWorldViewPrevWVPMat );
Output.Velocity -= PrevWorldViewProjPos.xy / PrevWorldViewProjPos.w;
#endif
return Output;
}
VertexOutputShadow DefaultAniShadowVS( VertexInputAni Input )
{
VertexOutputShadow Output;
CalcDefaultAni;
Output.Fog.zw = CalcFogValue( Output.Position.z );
#if defined( SIMPLE_SHADOWMAP ) || defined( DEPTH_SHADOWMAP )
Output.LightSpacePos = mul( float4( WorldViewPos.xyz, 1.0f ) , g_InvViewLightViewProjMat );
Output.LightSpacePos.z = dot( float4( WorldViewPos.xyz, 1.0f ) , g_InvViewLightViewProjDepth ) * Output.LightSpacePos.w;
#endif
#ifdef BAKE_DEPTHMAP
Output.DepthValue = Output.Position.z;
#endif
#ifdef BAKE_VELOCITY
Output.Velocity = Output.Position.xy / Output.Position.w;
float4 PrevWorldViewProjPos = mul( float4( WorldViewPos.xyz, 1.0f ), g_InvWorldViewPrevWVPMat );
Output.Velocity -= PrevWorldViewProjPos.xy / PrevWorldViewProjPos.w;
#endif
return Output;
}
#else
float4x4 g_ViewMat : VIEW;
VertexOutput DefaultVS( VertexInput Input )
{
VertexOutput Output;
Output.Position = mul( float4( Input.Position.xyz , 1.0 ) , g_WorldViewProjMat );
float3 TransformNormal = normalize( mul( Input.Normal, g_WorldViewMat ) );
float3 LightVec = normalize( mul( g_LightDir, g_ViewMat ) );
float DiffuseLight = saturate( dot( TransformNormal, LightVec ) );
float4 Ambient = g_MaterialAmbient * g_LightAmbient;
float4 Diffuse = g_MaterialDiffuse * g_LightDiffuse * DiffuseLight;
Output.Color = Diffuse + Ambient;
Output.Color.w = g_MaterialAmbient.w;
Output.Fog = 0.0f;
return Output;
}
#endif
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Pixel Shader
//////////////////////////////////////////////////////////////////////////////////////////////
PixelOutput DefaultPS( VertexOutput Input ) : COLOR
{
PixelOutput Output;
Output.Color = Input.Color;
Output.Color.xyz = CalcFogColor( Output.Color.xyz, Input.Fog );
#ifdef BAKE_DEPTHMAP
Output.Depth = float4( Input.DepthValue.x, 0.0f, 0.0f, 1.0f );
#endif
#ifdef BAKE_VELOCITY
Output.Velocity = float4( Input.Velocity, 0.0f, 1.0f );
#endif
return Output;
}
PixelOutput DefaultShadowPS( VertexOutputShadow Input ) : COLOR
{
PixelOutput Output;
Output.Color = Input.Color;
#if defined( SIMPLE_SHADOWMAP ) || defined( DEPTH_SHADOWMAP )
Output.Color.xyz *= CalcShadow( Input.LightSpacePos );
#endif
Output.Color.xyz = CalcFogColor( Output.Color.xyz, Input.Fog );
#ifdef BAKE_DEPTHMAP
Output.Depth = float4( Input.DepthValue.x, 0.0f, 0.0f, 1.0f );
#endif
#ifdef BAKE_VELOCITY
Output.Velocity = float4( Input.Velocity, 0.0f, 1.0f );
#endif
return Output;
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Technique
//////////////////////////////////////////////////////////////////////////////////////////////
#ifdef ETERNITY_ENGINE
technique DefaultTech
{
pass p0
{
VertexShader = compile vs_2_0 DefaultVS();
PixelShader = compile ps_2_0 DefaultPS();
}
}
technique DefaultAniTech
{
pass p0
{
VertexShader = compile vs_2_0 DefaultAniVS();
PixelShader = compile ps_2_0 DefaultPS();
}
}
technique DefaultShadowTech
{
pass p0
{
VertexShader = compile vs_2_0 DefaultShadowVS();
PixelShader = compile ps_2_0 DefaultShadowPS();
}
}
technique DefaultAniShadowTech
{
pass p0
{
VertexShader = compile vs_2_0 DefaultAniShadowVS();
PixelShader = compile ps_2_0 DefaultShadowPS();
}
}
#else
technique DefaultTech
{
pass p0
{
VertexShader = compile vs_2_0 DefaultVS();
PixelShader = compile ps_2_0 DefaultPS();
}
}
#endif