284 lines
7.8 KiB
HLSL
284 lines
7.8 KiB
HLSL
#include "CalcBlendBone.fxh"
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#include "CalcFog.fxh"
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#include "CalcLight.fxh"
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#include "CalcShadow.fxh"
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//////////////////////////////////////////////////////////////////////////////////////////////
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// World Mat Param
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//////////////////////////////////////////////////////////////////////////////////////////////
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float4x4 g_WorldViewMat : WORLDVIEW;
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#ifdef BAKE_VELOCITY
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float4x4 g_PrevWorldViewProjMat : PREVWORLDVIEWPROJ;
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float4x4 g_InvWorldViewPrevWVPMat : INVWORLDVIEWPREVWORLDVIEWPROJ;
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Shared Param
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//////////////////////////////////////////////////////////////////////////////////////////////
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shared float4x4 g_ProjMat : PROJECTION;
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Global Param
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//////////////////////////////////////////////////////////////////////////////////////////////
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#ifdef _3DSMAX_
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float4 g_LightDir : DIRECTION
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<
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string UIName = "Light Direction";
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string Object = "TargetLight";
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int RefID = 0;
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> = { 0.577f, -0.577f, 0.577f, 0.0f };
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float4 g_LightDiffuse : LIGHTCOLOR
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<
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int LightRef = 0;
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> = { 1.0f, 1.0f, 1.0f, 1.0f };
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#endif
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// Scale Distribution
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#define SCALE_DISTRIBUTE (100.0f)
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#define INV_SCALE_DISTRIBUTE (0.01f)
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Custom Param
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//////////////////////////////////////////////////////////////////////////////////////////////
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#define _USE_DIFFUSE_
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#include "MaterialColor.fxh"
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float g_DepthAlphaRef = 0.5f; // 이곳부터 추가해야지 안꼬인다..
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Vertex Buffer Declaration
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//////////////////////////////////////////////////////////////////////////////////////////////
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struct VertexInput
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{
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float3 Position : POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord0 : TEXCOORD0;
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float4 matWV1 : TEXCOORD1;
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float4 matWV2 : TEXCOORD2;
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float4 matWV3 : TEXCOORD3;
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float4 matWV4 : TEXCOORD4;
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};
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struct VertexDepthInput
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{
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float3 Position : POSITION;
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float2 TexCoord0 : TEXCOORD0;
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float4 matWV1 : TEXCOORD1;
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float4 matWV2 : TEXCOORD2;
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float4 matWV3 : TEXCOORD3;
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float4 matWV4 : TEXCOORD4;
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};
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struct VertexDepthInputOpaque
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{
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float3 Position : POSITION;
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float4 matWV1 : TEXCOORD1;
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float4 matWV2 : TEXCOORD2;
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float4 matWV3 : TEXCOORD3;
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float4 matWV4 : TEXCOORD4;
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};
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struct VertexOutput
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{
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float4 Position : POSITION;
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float2 TexCoord0 : TEXCOORD0;
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float4 Color : TEXCOORD1;
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float4 Fog : TEXCOORD2;
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#ifdef BAKE_DEPTHMAP
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float DepthValue : TEXCOORD3;
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#endif
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#ifdef BAKE_VELOCITY
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float2 Velocity : TEXCOORD4;
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#endif
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};
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struct VertexDepthOutput
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{
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float4 Position : POSITION;
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float2 TexCoord0 : TEXCOORD0;
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float DepthValue : TEXCOORD1;
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};
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struct VertexDepthOutputOpaque
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{
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float4 Position : POSITION;
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float DepthValue : TEXCOORD0;
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};
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struct PixelOutput
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{
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float4 Color : COLOR0;
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#ifdef BAKE_DEPTHMAP
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float4 Depth : COLOR1;
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#endif
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#ifdef BAKE_VELOCITY
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float4 Velocity : COLOR2;
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#endif
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};
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Start Vertex Shader
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//////////////////////////////////////////////////////////////////////////////////////////////
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#ifdef ETERNITY_ENGINE
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VertexOutput DiffuseVS( VertexInput Input )
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{
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VertexOutput Output;
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float4x4 WorldViewMat = float4x4( Input.matWV1, Input.matWV2, Input.matWV3, Input.matWV4);
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float3 WorldViewPos = mul( float4( Input.Position.xyz, 1.0f ), WorldViewMat );
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Output.Position = mul( float4( WorldViewPos, 1.0f ), g_ProjMat );
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float3 WorldViewNormal = normalize(mul( Input.Normal, WorldViewMat ));
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float4 DiffuseLight = float4( 0.0f, 0.0f, 0.0f, 1.0f );
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DiffuseLight = CalcDiffuseAll( DiffuseLight, WorldViewNormal, WorldViewPos );
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float4 Ambient = g_MaterialAmbient * g_LightAmbient;
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float4 Diffuse = g_MaterialDiffuse * DiffuseLight;
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Output.Color = Diffuse + Ambient;
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Output.Color.w = g_MaterialAmbient.w;
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Output.TexCoord0 = Input.TexCoord0;
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float2 ScreenCoord = Output.Position.xy / Output.Position.w;
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Output.Fog.xy = ( ScreenCoord + 1.0f ) * 0.5f;
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Output.Fog.y = 1.0f - Output.Fog.y;
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Output.Fog.zw = CalcFogValue( Output.Position.z );
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#ifdef BAKE_DEPTHMAP
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Output.DepthValue = Output.Position.z;
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#endif
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#ifdef BAKE_VELOCITY
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Output.Velocity = Output.Position.xy / Output.Position.w;
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float4 PrevWorldViewProjPos = mul( float4( Input.Position.xyz, 1.0f ), g_PrevWorldViewProjMat );
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Output.Velocity -= PrevWorldViewProjPos.xy / PrevWorldViewProjPos.w;
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#endif
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return Output;
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}
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VertexDepthOutput BakeDepthVS( VertexDepthInput Input )
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{
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VertexDepthOutput Output;
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float4x4 WorldViewMat = float4x4( Input.matWV1, Input.matWV2, Input.matWV3, Input.matWV4);
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float3 WorldViewPos = mul( float4( Input.Position.xyz, 1.0f ), WorldViewMat );
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Output.Position = mul( float4( WorldViewPos, 1.0f ), g_ProjMat );
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Output.TexCoord0 = Input.TexCoord0;
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Output.DepthValue = Output.Position.z * INV_SCALE_DISTRIBUTE;
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return Output;
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}
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VertexDepthOutputOpaque BakeDepthOpaqueVS( VertexDepthInputOpaque Input )
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{
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VertexDepthOutputOpaque Output;
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float4x4 WorldViewMat = float4x4( Input.matWV1, Input.matWV2, Input.matWV3, Input.matWV4);
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float3 WorldViewPos = mul( float4( Input.Position.xyz, 1.0f ), WorldViewMat );
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Output.Position = mul( float4( WorldViewPos, 1.0f ), g_ProjMat );
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Output.DepthValue = Output.Position.z * INV_SCALE_DISTRIBUTE;
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return Output;
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}
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#else
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VertexOutput DiffuseVS( VertexInput Input )
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{
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VertexOutput Output = (VertexOutput)0;
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return Output;
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Start Pixel Shader
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//////////////////////////////////////////////////////////////////////////////////////////////
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float4 CalcDiffuseColor( VertexOutput Input )
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{
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float4 DiffuseTex = tex2D( g_DiffuseSampler, Input.TexCoord0 );
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float4 Result = Input.Color * DiffuseTex;
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return Result;
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}
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PixelOutput DiffusePS( VertexOutput Input )
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{
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PixelOutput Output;
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Output.Color = CalcDiffuseColor( Input );
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Output.Color.xyz = CalcFogColor( Output.Color.xyz, Input.Fog );
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#ifdef BAKE_DEPTHMAP
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Output.Depth = float4( Input.DepthValue.x, 0.0f, 0.0f, 1.0f );
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#endif
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#ifdef BAKE_VELOCITY
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Output.Velocity = float4( Input.Velocity, 0.0f, 1.0f );
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#endif
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return Output;
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}
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float4 BakeDepthPS( VertexDepthOutput Input ) : COLOR
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{
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float4 DiffuseTex = tex2D( g_DiffuseSampler, Input.TexCoord0 );
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clip( DiffuseTex.a - g_DepthAlphaRef ); // 현재 D3DRS_ALPHAREF를 무조건 0x80정도로 생각해서 하드코딩한 값이다 나중에 파라메터로 받던지 어케 하자
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float fDepth = Input.DepthValue;// * SCALE_DISTRIBUTE;
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return float4(fDepth.xxx, DiffuseTex.a);
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}
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float4 BakeDepthOpaquePS( VertexDepthOutputOpaque Input ) : COLOR
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{
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float fDepth = Input.DepthValue;// * SCALE_DISTRIBUTE;
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return float4(fDepth.xxx, 1.0);
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Start Technique
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//////////////////////////////////////////////////////////////////////////////////////////////
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#ifdef ETERNITY_ENGINE
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technique DiffuseTech
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{
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pass p0
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{
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VertexShader = compile vs_2_0 DiffuseVS();
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PixelShader = compile ps_2_0 DiffusePS();
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}
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}
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technique BakeDepthTech
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{
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pass p0
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{
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VertexShader = compile vs_2_0 BakeDepthVS();
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PixelShader = compile ps_2_0 BakeDepthPS();
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}
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}
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technique BakeDepthOpaqueTech
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{
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pass p0
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{
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VertexShader = compile vs_2_0 BakeDepthOpaqueVS();
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PixelShader = compile ps_2_0 BakeDepthOpaquePS();
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}
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}
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#else
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technique DiffuseTech
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{
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pass p0
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{
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VertexShader = compile vs_2_0 DiffuseVS();
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PixelShader = compile ps_2_0 DiffusePS();
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}
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}
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#endif
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