more toon shader control + dithered shading

pull/3/head
cosmonaut 2020-10-05 15:45:10 -07:00
parent a914c586b2
commit 1f10698811
8 changed files with 240 additions and 26 deletions

View File

@ -8,6 +8,7 @@ namespace Kav
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapOneParam;
EffectParameter shadowMapTwoParam;
@ -31,6 +32,7 @@ namespace Kav
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public Texture2D ShadowMapOne { get; set; }
public Texture2D ShadowMapTwo { get; set; }
@ -62,6 +64,7 @@ namespace Kav
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
shadowMapOneParam.SetValue(ShadowMapOne);
shadowMapTwoParam.SetValue(ShadowMapTwo);
@ -88,6 +91,7 @@ namespace Kav
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
shadowMapOneParam = Parameters["shadowMapOne"];
shadowMapTwoParam = Parameters["shadowMapTwo"];

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

Binary file not shown.

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@ -0,0 +1,34 @@
float3 HUEtoRGB(in float H)
{
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return saturate(float3(R,G,B));
}
float Epsilon = 1e-10;
float3 RGBtoHCV(in float3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0/3.0) : float4(RGB.gb, 0.0, -1.0/3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
float3 RGBtoHSL(float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
float3 HSLtoRGB(float3 HSL)
{
float3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}

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@ -1,11 +1,13 @@
#include "Macros.fxh"
#include "Shadow.fxh"
#include "Dither.fxh"
static const int NUM_SHADOW_CASCADES = 4;
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
DECLARE_TEXTURE(gMetallicRoughness, 3);
DECLARE_TEXTURE(shadowMapOne, 4);
DECLARE_TEXTURE(shadowMapTwo, 5);
DECLARE_TEXTURE(shadowMapThree, 6);
@ -88,11 +90,9 @@ float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
lightSpaceMatrix = LightSpaceMatrixFour;
}
// PCF + Poisson soft shadows
if (shadowCascadeIndex == 0)
{
return PoissonShadow(
return HardShadow(
positionWorldSpace,
N,
L,
@ -103,7 +103,7 @@ float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
}
else if (shadowCascadeIndex == 1)
{
return PoissonShadow(
return HardShadow(
positionWorldSpace,
N,
L,
@ -114,7 +114,7 @@ float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
}
else if (shadowCascadeIndex == 2)
{
return PoissonShadow(
return HardShadow(
positionWorldSpace,
N,
L,
@ -125,7 +125,7 @@ float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
}
else
{
return PoissonShadow(
return HardShadow(
positionWorldSpace,
N,
L,
@ -138,30 +138,43 @@ float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
float IntensityBanding(float NdotL)
{
if (NdotL > 0.5)
// if (NdotL > 0.5)
// {
// return 1.0;
// }
// else if (NdotL > 0.25)
// {
// return 0.5;
// }
// else if (NdotL > 0.0)
// {
// return 0.25;
// }
// else
// {
// return 0.0;
// }
if (NdotL > 0)
{
return 1.0;
}
else if (NdotL > 0.25)
{
return 0.5;
}
else if (NdotL > 0.0)
{
return 0.25;
}
else
{
return 0.0;
return 0.25;
}
}
// FIXME: organize this
float4 main_ps(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);
@ -172,23 +185,36 @@ float4 main_ps(PixelInput input) : SV_TARGET0
float NdotH = max(dot(N, H), 0.0);
float lightIntensity = IntensityBanding(NdotL);
float3 light = lightIntensity * DirectionalLightColor;
//float3 light = lightIntensity * DirectionalLightColor;
float3 light = DirectionalLightColor;
float specularIntensity = pow(NdotH * lightIntensity, 32 * 32);
if (lightIntensity < 1)
{
light *= dither(lightIntensity, screenPosition);
}
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);
float rimColor = 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 = 0.76;
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;
float3 color = albedo * (light + specular + rim); // * shadow;
if (shadow < 1)
{
color *= dither(shadow, screenPosition);
}
return float4(color, 1.0);
}

89
Effects/HLSL/Dither.fxh Normal file
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@ -0,0 +1,89 @@
#include "Conversion.fxh"
// technique from http://alex-charlton.com/posts/Dithering_on_the_GPU/
uniform float3 palette[8];
static const int paletteSize = 8;
static const int indexMatrix4x4[16] =
{
0, 8, 2, 10,
12, 4, 14, 6,
3, 11, 1, 9,
15, 7, 13, 5
};
float indexValue(float2 screenCoords)
{
int x = int(screenCoords.x % 4);
int y = int(screenCoords.y % 4);
return indexMatrix4x4[(x + y * 4)] / 16.0;
}
float hueDistance(float h1, float h2)
{
float diff = abs(h1 - h2);
return min(abs(1.0 - diff), diff);
}
void closestColors(float hue, out float3 ret[2])
{
float3 closest = float3(-2, 0, 0);
float3 secondClosest = float3(-2, 0, 0);
float3 temp;
for (int i = 0; i < paletteSize; i++)
{
temp = palette[i];
float tempDistance = hueDistance(temp.x, hue);
if (tempDistance < hueDistance(closest.x, hue))
{
secondClosest = closest;
closest = temp;
}
else
{
if (tempDistance < hueDistance(secondClosest.x, hue))
{
secondClosest = temp;
}
}
}
ret[0] = closest;
ret[1] = secondClosest;
}
float3 dither(float3 color, float2 screenCoords)
{
float3 colors[2];
float3 hsl = RGBtoHSL(color);
closestColors(hsl.x, colors);
float3 closestColor = colors[0];
float3 secondClosestColor = colors[1];
float d = indexValue(screenCoords);
float hueDiff = hueDistance(hsl.x, closestColor.x) / hueDistance(secondClosestColor.x, secondClosestColor.x);
return HSLtoRGB(hueDiff < d ? closestColor : secondClosestColor);
}
// brightColor refers to undithered max color
// float3 dither(float3 color, float3 brightColor, float2 screenCoords)
// {
// float brightHue = RGBtoHSL(brightColor.x);
// float colorHue = RGBtoHSL(color.x);
// float halfDistance = hueDistance(0.0, brightHue) / 2.0;
// float3 closestColor = (colorHue < halfDistance) ? float3(0.0, 0.0, 0.0) : brightColor;
// float3 secondClosestColor = brightColor - closestColor;
// float d = indexValue(screenCoords);
// float distance = abs(closestColor - color);
// return (distance < d) ? closestColor : secondClosestColor;
// }
float3 dither(float color, float2 screenCoords) {
float closestColor = (color < 0.5) ? 0 : 1;
float secondClosestColor = 1 - closestColor;
float d = indexValue(screenCoords);
float distance = abs(closestColor - color);
return (distance < d) ? closestColor : secondClosestColor;
}

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@ -85,3 +85,38 @@ float PoissonShadow(
return visibility;
}
float HardShadow(
float3 positionWorldSpace,
float3 N,
float3 L,
float4x4 lightSpaceMatrix,
sampler shadowMap,
int shadowMapSize
) {
// float bias = 0.005 * tan(acos(dot(N, L)));
// bias = clamp(bias, 0, 0.01);
float bias = max(0.05 * (1.0 - dot(N, L)), 0.005);
float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
// maps to [-1, 1]
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
// maps to [0, 1]
// NOTE: In XNA, clip space z is [0, 1] range
projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
projectionCoords.y *= -1;
if (projectionCoords.z > 1.0)
{
return 1.0;
}
float closestDepth = tex2D(shadowMap, projectionCoords.xy);
float currentDepth = projectionCoords.z;
return (currentDepth - bias > closestDepth ? 0.25 : 1.0);
}

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@ -6,11 +6,8 @@ namespace Kav
{
public Mesh[] Meshes { get; }
private Color albedoValue;
public Color Albedo
{
get { return albedoValue; }
set
{
foreach (var mesh in Meshes)
@ -23,6 +20,34 @@ namespace Kav
}
}
public float Metallic
{
set
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.Metallic = value;
}
}
}
}
public float Roughness
{
set
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.Roughness = value;
}
}
}
}
public Model(Mesh[] meshes)
{
Meshes = meshes;

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@ -346,6 +346,7 @@ namespace Kav
Deferred_ToonEffect.GPosition = gPosition;
Deferred_ToonEffect.GAlbedo = gAlbedo;
Deferred_ToonEffect.GNormal = gNormal;
Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
Deferred_ToonEffect.EyePosition = camera.Position;
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;