support dithered shadow toggle
parent
1f10698811
commit
19a61985ca
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@ -29,6 +29,8 @@ namespace Kav
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EffectParameter viewMatrixParam;
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EffectParameter viewMatrixParam;
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EffectParameter shaderIndexParam;
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public Texture2D GPosition { get; set; }
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public Texture2D GAlbedo { get; set; }
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public Texture2D GNormal { get; set; }
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public Texture2D GNormal { get; set; }
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@ -53,6 +55,19 @@ namespace Kav
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public Matrix ViewMatrix { get; set; }
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public Matrix ViewMatrix { get; set; }
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private bool ditheredShadowValue = false;
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public bool DitheredShadows
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{
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get { return ditheredShadowValue; }
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set
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{
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ditheredShadowValue = value;
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CalculateShaderIndex();
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}
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}
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private int shaderIndex = 0;
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public Deferred_ToonEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.Deferred_ToonEffect)
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public Deferred_ToonEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.Deferred_ToonEffect)
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{
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{
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CascadeFarPlanes = new float[4];
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CascadeFarPlanes = new float[4];
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@ -84,6 +99,8 @@ namespace Kav
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lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
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lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
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viewMatrixParam.SetValue(ViewMatrix);
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viewMatrixParam.SetValue(ViewMatrix);
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shaderIndexParam.SetValue(shaderIndex);
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}
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}
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void CacheEffectParameters()
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void CacheEffectParameters()
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@ -111,6 +128,20 @@ namespace Kav
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lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
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lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
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viewMatrixParam = Parameters["ViewMatrix"];
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viewMatrixParam = Parameters["ViewMatrix"];
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shaderIndexParam = Parameters["ShaderIndex"];
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}
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private void CalculateShaderIndex()
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{
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if (ditheredShadowValue)
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{
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shaderIndex = 1;
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}
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else
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{
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shaderIndex = 0;
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}
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}
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}
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}
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}
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}
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}
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BIN
Effects/FXB/Deferred_ToonEffect.fxb (Stored with Git LFS)
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)
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}
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}
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}
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}
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float4 FlatShadow(PixelInput input) : SV_TARGET0
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{
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float2 screenPosition = input.Position.xy;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
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// the lower the glossiness, the sharper the specular highlight
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float glossiness = lerp(64, 16, 1.0 - metallicRoughness.r);
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float3 V = normalize(EyePosition - worldPosition);
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float3 L = normalize(DirectionalLightDirection);
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float3 N = normalize(normal);
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float3 H = normalize(V + L);
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float NdotL = dot(N, L);
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float NdotH = max(dot(N, H), 0.0);
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float lightIntensity = IntensityBanding(NdotL);
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float3 light = lightIntensity * DirectionalLightColor;
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float specularIntensity = pow(NdotH * lightIntensity, glossiness * glossiness);
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float specularSmooth = smoothstep(0.005, 0.01, specularIntensity);
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float3 specular = specularSmooth * float3(1.0, 1.0, 1.0);
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if (metallicRoughness.r == 0.0) { specular = float3(0.0, 0.0, 0.0); }
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float3 rimColor = float3(1.0, 1.0, 1.0);
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float rimThreshold = 0.1;
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float rimAmount = 1 - metallicRoughness.g;
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float rimDot = 1 - dot(V, N);
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float rimIntensity = rimDot * pow(max(NdotL, 0.0), rimThreshold);
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rimIntensity = smoothstep(rimAmount - 0.01, rimAmount + 0.01, rimIntensity);
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float3 rim = rimIntensity * rimColor;
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float shadow = ComputeShadow(worldPosition, N, L);
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float3 color = albedo * (light + specular + rim) * shadow;
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return float4(color, 1.0);
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}
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// FIXME: organize this
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// FIXME: organize this
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float4 main_ps(PixelInput input) : SV_TARGET0
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float4 DitheredShadow(PixelInput input) : SV_TARGET0
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{
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{
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float2 screenPosition = input.Position.xy;
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float2 screenPosition = input.Position.xy;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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@ -219,11 +262,24 @@ float4 main_ps(PixelInput input) : SV_TARGET0
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return float4(color, 1.0);
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return float4(color, 1.0);
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}
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}
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PixelShader PSArray[2] =
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{
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compile ps_3_0 FlatShadow(),
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compile ps_3_0 DitheredShadow()
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};
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int PSIndices[2] =
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{
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0, 1
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};
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int ShaderIndex = 0;
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Technique Deferred_Toon
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Technique Deferred_Toon
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{
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{
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Pass
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Pass
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{
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{
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VertexShader = compile vs_3_0 main_vs();
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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PixelShader = (PSArray[PSIndices[ShaderIndex]]);
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}
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}
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}
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}
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@ -348,6 +348,8 @@ namespace Kav
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Deferred_ToonEffect.GNormal = gNormal;
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Deferred_ToonEffect.GNormal = gNormal;
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Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
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Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
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Deferred_ToonEffect.DitheredShadows = true;
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Deferred_ToonEffect.EyePosition = camera.Position;
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Deferred_ToonEffect.EyePosition = camera.Position;
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Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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Deferred_ToonEffect.DirectionalLightColor =
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Deferred_ToonEffect.DirectionalLightColor =
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