Kav/Effects/HLSL/DeferredPBREffect.fx

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#include "Macros.fxh" //from FNA
static const float PI = 3.141592653589793;
static const int MAX_POINT_LIGHTS = 64;
static const int MAX_DIRECTIONAL_LIGHTS = 4;
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DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
DECLARE_TEXTURE(gMetallicRoughness, 3);
BEGIN_CONSTANTS
float3 EyePosition _ps(c0) _cb(c0);
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float3 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
float3 DirectionalLightDirections[MAX_DIRECTIONAL_LIGHTS] _ps(c129) _cb(c129);
float3 DirectionalLightColors[MAX_DIRECTIONAL_LIGHTS] _ps(c133) _cb(c133);
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MATRIX_CONSTANTS
END_CONSTANTS
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
// Pixel Shader
float3 FresnelSchlick(float cosTheta, float3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
float DistributionGGX(float3 N, float3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
float3 ComputeLight(
float3 lightDir,
float3 radiance,
float3 F0,
float3 V,
float3 N,
float3 albedo,
float metallic,
float roughness
) {
float3 L = normalize(lightDir);
float3 H = normalize(V + L);
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
float3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
float3 specular = numerator / max(denominator, 0.001);
float3 kS = F;
float3 kD = float3(1.0, 1.0, 1.0) - kS;
kD *= 1.0 - metallic;
float NdotL = max(dot(N, L), 0.0);
return (kD * albedo / PI + specular) * radiance * NdotL;
}
float4 ComputeColor(
float3 worldPosition,
float3 worldNormal,
float3 albedo,
float metallic,
float roughness
) {
float3 V = normalize(EyePosition - worldPosition);
float3 N = normalize(worldNormal);
float3 F0 = float3(0.04, 0.04, 0.04);
F0 = lerp(F0, albedo, metallic);
float3 Lo = float3(0.0, 0.0, 0.0);
// point light
for (int i = 0; i < MAX_POINT_LIGHTS; i++)
{
float3 lightDir = PointLightPositions[i] - worldPosition;
float distance = length(lightDir);
float attenuation = 1.0 / (distance * distance);
float3 radiance = PointLightColors[i] * attenuation;
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
}
// directional light
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
{
float3 lightDir = DirectionalLightDirections[i];
float3 radiance = DirectionalLightColors[i];
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
}
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo; // * AO;
float3 color = ambient + Lo;
color = color / (color + float3(1.0, 1.0, 1.0));
float exposureConstant = 1.0 / 2.2;
color = pow(color, float3(exposureConstant, exposureConstant, exposureConstant));
return float4(color, 1.0);
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float3 fragPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
return ComputeColor(
fragPosition,
normal,
albedo,
metallicRoughness.r,
metallicRoughness.g
);
}
Technique DeferredPBR
{
Pass
{
PixelShader = compile ps_3_0 main_ps();
}
}