support dithered shadow toggle

pull/3/head
cosmonaut 2020-10-15 18:19:43 -07:00
parent 1f10698811
commit 19a61985ca
4 changed files with 93 additions and 4 deletions

View File

@ -29,6 +29,8 @@ namespace Kav
EffectParameter viewMatrixParam;
EffectParameter shaderIndexParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
@ -53,6 +55,19 @@ namespace Kav
public Matrix ViewMatrix { get; set; }
private bool ditheredShadowValue = false;
public bool DitheredShadows
{
get { return ditheredShadowValue; }
set
{
ditheredShadowValue = value;
CalculateShaderIndex();
}
}
private int shaderIndex = 0;
public Deferred_ToonEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.Deferred_ToonEffect)
{
CascadeFarPlanes = new float[4];
@ -84,6 +99,8 @@ namespace Kav
lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
viewMatrixParam.SetValue(ViewMatrix);
shaderIndexParam.SetValue(shaderIndex);
}
void CacheEffectParameters()
@ -111,6 +128,20 @@ namespace Kav
lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
viewMatrixParam = Parameters["ViewMatrix"];
shaderIndexParam = Parameters["ShaderIndex"];
}
private void CalculateShaderIndex()
{
if (ditheredShadowValue)
{
shaderIndex = 1;
}
else
{
shaderIndex = 0;
}
}
}
}

BIN
Effects/FXB/Deferred_ToonEffect.fxb (Stored with Git LFS)

Binary file not shown.

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@ -164,8 +164,51 @@ float IntensityBanding(float NdotL)
}
}
float4 FlatShadow(PixelInput input) : SV_TARGET0
{
float2 screenPosition = input.Position.xy;
float3 worldPosition = 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;
// the lower the glossiness, the sharper the specular highlight
float glossiness = lerp(64, 16, 1.0 - metallicRoughness.r);
float3 V = normalize(EyePosition - worldPosition);
float3 L = normalize(DirectionalLightDirection);
float3 N = normalize(normal);
float3 H = normalize(V + L);
float NdotL = dot(N, L);
float NdotH = max(dot(N, H), 0.0);
float lightIntensity = IntensityBanding(NdotL);
float3 light = lightIntensity * DirectionalLightColor;
float specularIntensity = pow(NdotH * lightIntensity, glossiness * glossiness);
float specularSmooth = smoothstep(0.005, 0.01, specularIntensity);
float3 specular = specularSmooth * float3(1.0, 1.0, 1.0);
if (metallicRoughness.r == 0.0) { specular = float3(0.0, 0.0, 0.0); }
float3 rimColor = float3(1.0, 1.0, 1.0);
float rimThreshold = 0.1;
float rimAmount = 1 - metallicRoughness.g;
float rimDot = 1 - dot(V, N);
float rimIntensity = rimDot * pow(max(NdotL, 0.0), rimThreshold);
rimIntensity = smoothstep(rimAmount - 0.01, rimAmount + 0.01, rimIntensity);
float3 rim = rimIntensity * rimColor;
float shadow = ComputeShadow(worldPosition, N, L);
float3 color = albedo * (light + specular + rim) * shadow;
return float4(color, 1.0);
}
// FIXME: organize this
float4 main_ps(PixelInput input) : SV_TARGET0
float4 DitheredShadow(PixelInput input) : SV_TARGET0
{
float2 screenPosition = input.Position.xy;
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
@ -219,11 +262,24 @@ float4 main_ps(PixelInput input) : SV_TARGET0
return float4(color, 1.0);
}
PixelShader PSArray[2] =
{
compile ps_3_0 FlatShadow(),
compile ps_3_0 DitheredShadow()
};
int PSIndices[2] =
{
0, 1
};
int ShaderIndex = 0;
Technique Deferred_Toon
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
}
}

View File

@ -348,6 +348,8 @@ namespace Kav
Deferred_ToonEffect.GNormal = gNormal;
Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
Deferred_ToonEffect.DitheredShadows = true;
Deferred_ToonEffect.EyePosition = camera.Position;
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
Deferred_ToonEffect.DirectionalLightColor =