Kav/Effects/HLSL/Deferred_ToonEffect.fx

61 lines
1.3 KiB
HLSL

#include "Macros.fxh"
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
BEGIN_CONSTANTS
float3 EyePosition _ps(c0) _cb(c0);
float3 DirectionalLightDirection _ps(c1) _cb(c1);
float3 AmbientLightColor _ps(c2) _cb(c2);
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
float3 V = normalize(EyePosition - worldPosition);
float3 L = normalize(DirectionalLightDirection);
float3 N = normalize(normal);
float NdotL = dot(N, L);
float lightIntensity = (NdotL > 0.0) ? 1.0 : 0.0;
return float4(albedo * (lightIntensity, 1.0);
}
Technique Deferred_Toon
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}