Kav/Effects/HLSL/DeferredPBR_GBufferEffect.fx

241 lines
6.4 KiB
HLSL

#include "Macros.fxh"
DECLARE_TEXTURE(AlbedoTexture, 0);
DECLARE_TEXTURE(NormalTexture, 1);
DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
float3 AlbedoValue;
float MetallicValue;
float RoughnessValue;
float4 UVOffsetAndDimensions;
float4x4 World;
float4x4 ViewProjection;
struct VertexInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD;
};
struct VertexInstancedInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float3 Translation : TEXCOORD2;
float2 UVData : TANGENT;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float3 PositionWorld : TEXCOORD0;
float3 NormalWorld : TEXCOORD1;
float2 TexCoord : TEXCOORD2;
};
struct PixelOutput
{
float4 gPosition : COLOR0;
float4 gNormal : COLOR1;
float4 gAlbedo : COLOR2;
float4 gMetallicRoughness : COLOR3;
};
// Vertex Shader
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.PositionWorld = mul(input.Position, World).xyz;
output.NormalWorld = normalize(mul(input.Normal, World));
float2 texCoord;
texCoord.x = (input.TexCoord.x / UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
texCoord.y = (input.TexCoord.y / UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
output.TexCoord = texCoord;
float4x4 worldViewProjection = mul(World, ViewProjection);
output.Position = mul(input.Position, worldViewProjection);
return output;
}
PixelInput instanced_vs(
VertexInstancedInput input
) {
PixelInput output;
float4x4 world = float4x4(
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(input.Translation.x, input.Translation.y, input.Translation.z, 1)
);
float4x4 worldViewProjection = mul(world, ViewProjection);
output.PositionWorld = mul(input.Position, world);
output.NormalWorld = mul(input.Normal, world);
float2 texCoord;
texCoord.x = (input.TexCoord.x / 8) + input.UVData.x;
texCoord.y = (input.TexCoord.y / 1) + input.UVData.y;
output.TexCoord = input.TexCoord;
output.Position = mul(input.Position, worldViewProjection);
return output;
}
// Pixel Shaders
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
{
float3 tangentNormal = SAMPLE_TEXTURE(NormalTexture, texCoords).xyz * 2.0 - 1.0;
float3 Q1 = ddx(worldPos);
float3 Q2 = ddy(worldPos);
float2 st1 = ddx(texCoords);
float2 st2 = ddy(texCoords);
float3 N = normalize(normal);
float3 T = normalize(Q1*st2.y - Q2*st1.y);
float3 B = -normalize(cross(N, T));
float3x3 TBN = float3x3(T, B, N);
return normalize(mul(tangentNormal, TBN));
}
PixelOutput NonePS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
PixelOutput AlbedoPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
PixelOutput MetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput NormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput AlbedoNormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
PixelOutput MetallicRoughnessNormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelShader PSArray[8] =
{
compile ps_3_0 NonePS(),
compile ps_3_0 AlbedoPS(),
compile ps_3_0 MetallicRoughnessPS(),
compile ps_3_0 NormalPS(),
compile ps_3_0 AlbedoMetallicRoughnessPS(),
compile ps_3_0 AlbedoNormalPS(),
compile ps_3_0 MetallicRoughnessNormalPS(),
compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS()
};
int PSIndices[8] =
{
0, 1, 2, 3, 4, 5, 6, 7
};
int PixelShaderIndex = 0;
Technique GBuffer
{
Pass
{
VertexShader = compile vs_3_0 instanced_vs();
PixelShader = (PSArray[PSIndices[PixelShaderIndex]]);
}
}