195 lines
4.7 KiB
HLSL
195 lines
4.7 KiB
HLSL
#include "Macros.fxh"
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#include "Shadow.fxh"
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static const int NUM_SHADOW_CASCADES = 4;
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DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gAlbedo, 1);
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DECLARE_TEXTURE(gNormal, 2);
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DECLARE_TEXTURE(shadowMapOne, 4);
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DECLARE_TEXTURE(shadowMapTwo, 5);
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DECLARE_TEXTURE(shadowMapThree, 6);
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DECLARE_TEXTURE(shadowMapFour, 7);
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BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 DirectionalLightDirection _ps(c1) _cb(c1);
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float3 DirectionalLightColor _ps(c2) _cb(c2);
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float Softness _ps(c3) _cb(c3);
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float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c4) _cb(c4);
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float ShadowMapSize _ps(c8) _cb(c8);
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MATRIX_CONSTANTS
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float4x4 LightSpaceMatrixOne _ps(c9) _cb(c9);
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float4x4 LightSpaceMatrixTwo _ps(c13) _cb(c13);
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float4x4 LightSpaceMatrixThree _ps(c17) _cb(c17);
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float4x4 LightSpaceMatrixFour _ps(c21) _cb(c21);
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float4x4 ViewMatrix _ps(c25) _cb(c25);
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END_CONSTANTS
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struct VertexInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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};
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struct PixelInput
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{
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float4 Position : SV_POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return output;
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}
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float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
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{
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float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix);
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int shadowCascadeIndex = 0; // 0 is closest
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++)
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{
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if (abs(positionCameraSpace.z) < CascadeFarPlanes[i])
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{
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shadowCascadeIndex = i;
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break;
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}
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}
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float4x4 lightSpaceMatrix;
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if (shadowCascadeIndex == 0)
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{
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lightSpaceMatrix = LightSpaceMatrixOne;
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}
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else if (shadowCascadeIndex == 1)
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{
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lightSpaceMatrix = LightSpaceMatrixTwo;
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}
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else if (shadowCascadeIndex == 2)
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{
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lightSpaceMatrix = LightSpaceMatrixThree;
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}
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else
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{
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lightSpaceMatrix = LightSpaceMatrixFour;
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}
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// PCF + Poisson soft shadows
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if (shadowCascadeIndex == 0)
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{
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapOne),
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ShadowMapSize
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);
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}
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else if (shadowCascadeIndex == 1)
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{
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapTwo),
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ShadowMapSize
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);
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}
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else if (shadowCascadeIndex == 2)
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{
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapThree),
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ShadowMapSize
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);
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}
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else
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{
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return PoissonShadow(
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positionWorldSpace,
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N,
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L,
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lightSpaceMatrix,
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SAMPLER(shadowMapFour),
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ShadowMapSize
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);
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}
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}
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// FIXME: organize this
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float4 main_ps(PixelInput input) : SV_TARGET0
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{
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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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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;
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if (Softness > 0.0)
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{
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lightIntensity = smoothstep(0, Softness, NdotL);
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}
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else
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{
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lightIntensity = (NdotL > 0.0) ? 1.0 : 0.0;
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}
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float3 light = lightIntensity * DirectionalLightColor;
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float specularIntensity = pow(NdotH * lightIntensity, 32 * 32);
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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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float rimColor = float3(1.0, 1.0, 1.0);
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float rimThreshold = 0.1;
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float rimAmount = 0.76;
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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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Technique Deferred_Toon
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{
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Pass
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{
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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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}
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}
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