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

465 lines
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#include "CalcBlendBone.fxh"
#include "CalcFog.fxh"
#include "CalcLight.fxh"
#include "CalcShadow.fxh"
//////////////////////////////////////////////////////////////////////////////////////////////
// World Mat Param
//////////////////////////////////////////////////////////////////////////////////////////////
float4x4 g_WorldViewMat : WORLDVIEW;
float4x4 g_InvViewMat : INVVIEW;
#ifdef BAKE_VELOCITY
float4x4 g_PrevWorldViewProjMat : PREVWORLDVIEWPROJ;
float4x4 g_InvWorldViewPrevWVPMat : INVWORLDVIEWPREVWORLDVIEWPROJ;
#endif
//////////////////////////////////////////////////////////////////////////////////////////////
// Shared Param
//////////////////////////////////////////////////////////////////////////////////////////////
shared float4x4 g_ProjMat : PROJECTION;
shared float g_fElapsedTime : TIME;
//////////////////////////////////////////////////////////////////////////////////////////////
// Global Param
//////////////////////////////////////////////////////////////////////////////////////////////
#ifdef _3DSMAX_
float4x4 g_WorldViewProjMat : WORLDVIEWPROJ;
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
//////////////////////////////////////////////////////////////////////////////////////////////
#define _USE_DIFFUSE_
#include "MaterialColor.fxh"
texture2D g_EnvTex : ENVTEXTURE
<
string UIName = "Environment Texture";
>;
sampler2D g_EnvSampler = sampler_state
{
texture = < g_EnvTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = None;
};
texture2D g_MaskTex : MASKTEXTURE
<
string UIName = "Mask Texture";
>;
sampler2D g_MaskSampler = sampler_state
{
texture = < g_MaskTex >;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
float4 g_EmissiveColor[ 5 ] : EMMISIVECOLOR
<
string UIName = "EmissiveColor";
>;
float g_EmissivePower : EMISSIVEPOWER
<
string UIName = "Emissive Power";
> = 1.0f;
float g_EmissivePowerRange : EMISSIVEPOWERRANGE
<
string UIName = "Emissive Power Range";
> = 0.0f;
float g_EmissiveAniSpeed : EMISSIVEANISPEED
<
string UIName = "Emissive Ani Speed";
> = 1.0f;
float4 g_SkinColor : SKINCOLOR
<
string UIName = "Skin Color";
> = { 0.5 , 0.5, 0.5, 1.0 };
float4 g_EyeColor : EYECOLOR
<
string UIName = "Eye Color";
> = { 1.0, 1.0, 1.0, 1.0 };
float4 g_SkinCoeffA = float4( 1414.7135, 1414.7135, 1414.7135, 1);
float4 g_SkinCoeffB = float4( 1.0, 1.0, 1.0, 1);
float4 g_SkinCoeffC = float4( 4000000, 4000000, 4000000, 1);
float4 g_SkinCoeffD = float4( -1413.7135, -1413.7135, -1413.7135, 1);
//////////////////////////////////////////////////////////////////////////////////////////////
// Vertex Buffer Declaration
//////////////////////////////////////////////////////////////////////////////////////////////
struct VertexInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord0 : TEXCOORD0;
};
struct VertexInputAni {
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord0 : TEXCOORD0;
int4 nBoneIndex : BLENDINDICES;
float4 fWeight : BLENDWEIGHT;
};
struct VertexOutput
{
float4 Position : POSITION;
float3 Reflect : TEXCOORD0;
float3 TexCoord0 : TEXCOORD1;
float4 Color : TEXCOORD2;
float4 Fog : TEXCOORD3;
#ifdef BAKE_DEPTHMAP
float DepthValue : TEXCOORD4;
#endif
#ifdef BAKE_VELOCITY
float2 Velocity : TEXCOORD5;
#endif
};
struct VertexOutputShadow
{
float4 Position : POSITION;
float3 Reflect : TEXCOORD0;
float3 TexCoord0 : TEXCOORD1;
float4 Color : TEXCOORD2;
float4 Fog : TEXCOORD3;
#if defined( SIMPLE_SHADOWMAP ) || defined( DEPTH_SHADOWMAP )
float4 LightSpacePos : TEXCOORD4;
#endif
#ifdef BAKE_DEPTHMAP
float DepthValue : TEXCOORD5;
#endif
#ifdef BAKE_VELOCITY
float2 Velocity : TEXCOORD6;
#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 CalcDiffuse \
\
float3 WorldViewPos = mul( float4( Input.Position.xyz, 1.0f ), g_WorldViewMat ); \
Output.Position = mul( float4( WorldViewPos, 1.0f ), g_ProjMat ); \
float3 WorldViewNormal = normalize( 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; \
Output.TexCoord0.xy = Input.TexCoord0; \
Output.TexCoord0.x = frac(Input.TexCoord0.x); \
Output.TexCoord0.z = floor(Input.TexCoord0.x); \
float3 WorldViewReflect = reflect( normalize( WorldViewPos ), WorldViewNormal ); \
Output.Reflect = normalize( mul( WorldViewReflect, g_InvViewMat ) ); \
Output.Reflect.y = 0.5f - Output.Reflect.y * 0.5f; \
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 DiffuseVS( VertexInput Input )
{
VertexOutput Output;
CalcDiffuse;
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 DiffuseShadowVS( VertexInput Input )
{
VertexOutputShadow Output;
CalcDiffuse;
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 CalcDiffuseAni \
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; \
Output.TexCoord0.xy = Input.TexCoord0; \
Output.TexCoord0.x = frac(Input.TexCoord0.x); \
Output.TexCoord0.z = floor(Input.TexCoord0.x); \
\
float3 WorldViewReflect = reflect( normalize( WorldViewPos ), WorldViewNormal ); \
Output.Reflect = normalize( mul( WorldViewReflect, g_InvViewMat ) ); \
Output.Reflect.y = 0.5f - Output.Reflect.y * 0.5f; \
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 DiffuseAniVS( VertexInputAni Input )
{
VertexOutput Output;
CalcDiffuseAni;
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 DiffuseAniShadowVS( VertexInputAni Input )
{
VertexOutputShadow Output;
CalcDiffuseAni;
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 DiffuseVS( 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;
float3 WorldViewPos = mul( float4( Input.Position.xyz , 1.0 ) , g_ViewMat );
Output.TexCoord0.xy = Input.TexCoord0;
Output.TexCoord0.z = 0;
float3 WorldViewReflect = reflect( normalize( WorldViewPos ), TransformNormal );
Output.Reflect = normalize( mul( WorldViewReflect, g_InvViewMat ) );
Output.Reflect.y = 0.5f - Output.Reflect.y * 0.5f;
return Output;
}
#endif
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Pixel Shader
//////////////////////////////////////////////////////////////////////////////////////////////
#ifdef _3DSMAX_
float4 CalcDiffuseColor( VertexOutput Input )
{
float4 DiffuseTex = tex2D( g_DiffuseSampler, Input.TexCoord0 );
float4 MaskTex = tex2D( g_MaskSampler, Input.TexCoord0 );
float fEmissive = g_EmissivePower + g_EmissivePowerRange * cos( g_fElapsedTime * g_EmissiveAniSpeed );
float4 EmissiveColor = g_EmissiveColor[ Input.TexCoord0.z ] * g_EmissivePower;
float4 Result = Input.Color * DiffuseTex;
Result.xyz = lerp( Result.xyz, EmissiveColor.xyz, MaskTex.r );
float2 TexCoord;
TexCoord.x = frac( atan2( Input.Reflect.x, Input.Reflect.z ) / ( 6.283185308 ) + 1.0f );
TexCoord.y = Input.Reflect.y;
float4 EnvTex = tex2D( g_EnvSampler, TexCoord );
Result = Result + float4( MaskTex.yyy, 0.0f ) * EnvTex;
return Result;
}
#else
float4 CalcDiffuseColor( VertexOutput Input )
{
float4 DiffuseTex = tex2D( g_DiffuseSampler, Input.TexCoord0.xy );
float4 MaskTex = tex2D( g_MaskSampler, Input.TexCoord0.xy );
float3 SkinColor = DiffuseTex.xyz * g_SkinCoeffA.w - g_SkinCoeffD.xyz;
SkinColor = g_SkinCoeffA.xyz - g_SkinCoeffB.xyz * sqrt( g_SkinCoeffC.xyz - SkinColor * SkinColor );
DiffuseTex.xyz = lerp( DiffuseTex.xyz, SkinColor, MaskTex.b);
DiffuseTex.xyz = lerp( DiffuseTex.xyz, DiffuseTex.xyz*g_EyeColor.xyz, MaskTex.a);
float4 EmissiveColor = g_EmissiveColor[ Input.TexCoord0.z ];
float4 Result = Input.Color * DiffuseTex;
Result.xyz = lerp( Result.xyz, EmissiveColor.xyz, EmissiveColor.a*MaskTex.r );
float2 TexCoord;
TexCoord.x = frac( atan2( Input.Reflect.x, Input.Reflect.z ) / ( 6.283185308 ) + 1.0f );
TexCoord.y = Input.Reflect.y;
float4 EnvTex = tex2D( g_EnvSampler, TexCoord );
Result = Result + float4( MaskTex.yyy, 0.0f ) * EnvTex;
return Result;
}
#endif
PixelOutput DiffusePS( VertexOutput Input ) : COLOR
{
PixelOutput Output;
Output.Color = CalcDiffuseColor( Input );
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 DiffuseShadowPS( VertexOutputShadow Input ) : COLOR
{
PixelOutput Output;
Output.Color = CalcDiffuseColor( ( VertexOutput )Input );
#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 DiffuseTech
{
pass p0
{
VertexShader = compile vs_2_0 DiffuseVS();
PixelShader = compile ps_2_0 DiffusePS();
}
}
technique DiffuseAniTech
{
pass p0
{
VertexShader = compile vs_2_0 DiffuseAniVS();
PixelShader = compile ps_2_0 DiffusePS();
}
}
technique DiffuseShadowTech
{
pass p0
{
VertexShader = compile vs_2_0 DiffuseShadowVS();
PixelShader = compile ps_2_0 DiffusePS();//DiffuseShadowPS(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
}
}
technique DiffuseAniShadowTech
{
pass p0
{
VertexShader = compile vs_2_0 DiffuseAniShadowVS();
PixelShader = compile ps_2_0 DiffusePS();//DiffuseShadowPS(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
}
}
#else
technique DiffuseTech
{
pass p0
{
VertexShader = compile vs_2_0 DiffuseVS();
PixelShader = compile ps_2_0 DiffusePS();
}
}
#endif