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

401 lines
13 KiB
HLSL

#include "CalcBlendBone.fxh"
#include "CalcNormalMap.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 };
float4 g_LightSpecular : LIGHTSPECULAR
<
> = { 1.0f, 1.0f, 1.0f, 1.0f };
#endif
//////////////////////////////////////////////////////////////////////////////////////////////
// Custom Param
//////////////////////////////////////////////////////////////////////////////////////////////
#define _USE_DIFFUSE_
#define _USE_SPECULAR_
#define _USE_NORMALMAP_
#define _USE_REFLECTMAP_
#include "MaterialColor.fxh"
//////////////////////////////////////////////////////////////////////////////////////////////
// Vertex Buffer Declaration
//////////////////////////////////////////////////////////////////////////////////////////////
struct VertexInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float4 TexCoord0 : TEXCOORD0;
float3 Tangent : TANGENT;
float3 Binormal : BINORMAL;
};
struct VertexInputAni {
float3 Position : POSITION;
float3 Normal : NORMAL;
float4 TexCoord0 : TEXCOORD0;
int4 nBoneIndex : BLENDINDICES;
float4 fWeight : BLENDWEIGHT;
float3 Tangent : TANGENT;
float3 Binormal : BINORMAL;
};
struct VertexOutput
{
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
float4 Fog : TEXCOORD1;
float3 WorldViewPos : TEXCOORD2;
float3 WorldViewEyeVec : TEXCOORD3;
float3 WorldViewNormal : TEXCOORD4;
float3 WorldViewTangent : TEXCOORD5;
float3 WorldViewBinormal : TEXCOORD6;
float3 Reflect : TEXCOORD7;
#ifdef BAKE_DEPTHMAP
float DepthValue : TEXCOORD8;
#endif
#ifdef BAKE_VELOCITY
float2 Velocity : TEXCOORD9;
#endif
};
struct VertexOutputShadow
{
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
float4 Fog : TEXCOORD1;
float3 WorldViewPos : TEXCOORD2;
float3 WorldViewEyeVec : TEXCOORD3;
float3 WorldViewNormal : TEXCOORD4;
float3 WorldViewTangent : TEXCOORD5;
float3 WorldViewBinormal : TEXCOORD6;
float3 Reflect : TEXCOORD7;
#if defined( SIMPLE_SHADOWMAP ) || defined( DEPTH_SHADOWMAP )
float4 LightSpacePos : TEXCOORD8;
#endif
#ifdef BAKE_DEPTHMAP
float DepthValue : TEXCOORD9;
#endif
#ifdef BAKE_VELOCITY
float2 Velocity : TEXCOORD10;
#endif
};
struct PixelOutput
{
float4 Color : COLOR0;
#ifdef BAKE_DEPTHMAP
float4 Depth : COLOR1;
#endif
#ifdef BAKE_VELOCITY
float4 Velocity : COLOR2;
#endif
};
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Vertex Shader
//////////////////////////////////////////////////////////////////////////////////////////////
VertexOutput NormalSpecularReflectVS( VertexInput Input )
{
VertexOutput Output;
CalcNormalSpecular;
Output.Fog.zw = CalcFogValue( Output.Position.z );
float3 WorldViewNormal = normalize( Output.WorldViewNormal );
Output.Reflect = normalize( reflect( Output.WorldViewEyeVec, WorldViewNormal ) );
#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 NormalSpecularReflectShadowVS( VertexInput Input )
{
VertexOutputShadow Output;
CalcNormalSpecular;
Output.Fog.zw = CalcFogValue( Output.Position.z );
float3 WorldViewNormal = normalize( Output.WorldViewNormal );
Output.Reflect = normalize( reflect( Output.WorldViewEyeVec, WorldViewNormal ) );
#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;
}
VertexOutput NormalSpecularReflectAniVS( VertexInputAni Input )
{
VertexOutput Output;
CalcNormalSpecularAni
Output.Fog.zw = CalcFogValue( Output.Position.z );
float3 WorldViewNormal = normalize( Output.WorldViewNormal );
Output.Reflect = normalize( reflect( Output.WorldViewEyeVec, WorldViewNormal ) );
#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 NormalSpecularReflectAniShadowVS( VertexInputAni Input )
{
VertexOutputShadow Output;
CalcNormalSpecularAni
Output.Fog.zw = CalcFogValue( Output.Position.z );
float3 WorldViewNormal = normalize( Output.WorldViewNormal );
Output.Reflect = normalize( reflect( Output.WorldViewEyeVec, WorldViewNormal ) );
#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;
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Pixel Shader
//////////////////////////////////////////////////////////////////////////////////////////////
#ifdef ETERNITY_ENGINE
float4 CalcNormalSpecularReflectColor( VertexOutput Input )
{
float4 DiffuseTex = tex2D( g_DiffuseSampler, Input.TexCoord0 );
float4 SpecularTex = tex2D( g_SpecularSampler, Input.TexCoord0 );
float3 NormalTex = g_BumpPower * ( tex2D( g_NormalSampler, Input.TexCoord0 ).xyz - 0.5 );
float4 ReflectTex = texCUBE( g_ReflectSampler, Input.Reflect );
SpecularTex.xyz *= ( g_ReflectPower * ReflectTex.xyz );
float3 WorldViewNormal = normalize( Input.WorldViewNormal );
float3 WorldViewTangent = normalize( Input.WorldViewTangent );
float3 WorldViewBinormal = normalize( Input.WorldViewBinormal );
NormalTex = normalize( WorldViewNormal + ( NormalTex.x * WorldViewTangent + NormalTex.y * WorldViewBinormal ) );
// calculate Directional Light
int i;
float4 DiffuseLight;
float4 SpecularLight;
DiffuseLight = float4( 0.0f, 0.0f, 0.0f, g_MaterialAmbient.w );
SpecularLight = float4( 0.0f, 0.0f, 0.0f, 0.0f );
#ifndef DISABLE_DIR_LIGHT
for( i = 0; i < g_DirLightCount; i++ )
{
CalcDirLight( DiffuseLight, SpecularLight, i, NormalTex, Input.WorldViewEyeVec );
}
#endif
#ifndef DISABLE_POINT_LIGHT
// calculate Point Light
for( i = 0; i < g_PointLightCount; i++ )
{
CalcPointLight( DiffuseLight, SpecularLight, i, NormalTex, Input.WorldViewEyeVec, Input.WorldViewPos );
}
// calculate Spot Light
#endif
#ifndef DISABLE_SPOT_LIGHT
for( i = 0; i < g_SpotLightCount; i++ )
{
CalcSpotLight( DiffuseLight, SpecularLight, i, NormalTex, Input.WorldViewEyeVec, Input.WorldViewPos );
}
#endif
DiffuseLight = ( g_LightAmbient * g_MaterialAmbient + g_MaterialDiffuse * DiffuseLight ) * DiffuseTex;
SpecularLight = g_MaterialSpecular * SpecularLight * SpecularTex;
float4 Result = DiffuseLight + SpecularLight;
Result.xyz = CalcFogColor( Result.xyz, Input.Fog );
return Result;
}
PixelOutput NormalSpecularReflectPS( VertexOutput Input ) : COLOR
{
PixelOutput Output;
Output.Color = CalcNormalSpecularReflectColor( 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 NormalSpecularReflectShadowPS( VertexOutputShadow Input ) : COLOR
{
PixelOutput Output;
Output.Color = CalcNormalSpecularReflectColor( ( 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;
}
#else
float4x4 g_ViewMat : VIEW;
float4 NormalSpecularReflectPS( VertexOutput Input ) : COLOR
{
float4 DiffuseTex = tex2D( g_DiffuseSampler, Input.TexCoord0 );
float4 SpecularTex = tex2D( g_SpecularSampler, Input.TexCoord0 );
float3 NormalTex = g_BumpPower * ( tex2D( g_NormalSampler, Input.TexCoord0 ).xyz - 0.5 );
float4 ReflectTex = texCUBE( g_ReflectSampler, Input.Reflect );
SpecularTex.xyz *= ( g_ReflectPower * ReflectTex.xyz );
float3 WorldViewNormal = normalize( Input.WorldViewNormal );
float3 WorldViewTangent = normalize( Input.WorldViewTangent );
float3 WorldViewBinormal = normalize( Input.WorldViewBinormal );
NormalTex = normalize( WorldViewNormal + ( NormalTex.x * WorldViewTangent + NormalTex.y * WorldViewBinormal ) );
// calculate Directional Light
float4 DiffuseLight;
float4 SpecularLight;
float3 HalfWayVec;
float3 LightDir = mul( g_LightDir, g_ViewMat );
DiffuseLight.xyz = g_LightDiffuse.xyz * max( 0 , dot( NormalTex, LightDir ) );
DiffuseLight.w = g_MaterialAmbient.w;
HalfWayVec = normalize( Input.WorldViewEyeVec + LightDir );
SpecularLight.xyz = g_LightSpecular.xyz * pow( max( 0 , dot( NormalTex, HalfWayVec ) ) , g_SpecPower );
SpecularLight.w = 0.0f;
DiffuseLight = ( g_LightAmbient * g_MaterialAmbient + g_MaterialDiffuse * DiffuseLight ) * DiffuseTex;
SpecularLight = g_MaterialSpecular * SpecularLight * SpecularTex;
float4 Result = DiffuseLight + SpecularLight;
return Result;
}
#endif
//////////////////////////////////////////////////////////////////////////////////////////////
// Start Technique
//////////////////////////////////////////////////////////////////////////////////////////////
#ifdef ETERNITY_ENGINE
technique NormalSpecularReflectTech
{
pass p0
{
VertexShader = compile vs_3_0 NormalSpecularReflectVS();
PixelShader = compile ps_3_0 NormalSpecularReflectPS();
}
}
technique NormalSpecularReflectAniTech
{
pass p0
{
VertexShader = compile vs_3_0 NormalSpecularReflectAniVS();
PixelShader = compile ps_3_0 NormalSpecularReflectPS();
}
}
technique NormalSpecularReflectShadowTech
{
pass p0
{
VertexShader = compile vs_3_0 NormalSpecularReflectShadowVS();
PixelShader = compile ps_3_0 NormalSpecularReflectShadowPS();
}
}
technique NormalSpecularReflectAniShadowTech
{
pass p0
{
VertexShader = compile vs_3_0 NormalSpecularReflectAniShadowVS();
PixelShader = compile ps_3_0 NormalSpecularReflectShadowPS();
}
}
#else
technique NormalSpecularReflectTech
{
pass p0
{
VertexShader = compile vs_3_0 NormalSpecularReflectVS();
PixelShader = compile ps_3_0 NormalSpecularReflectPS();
}
}
#endif