pushing latest even though still broken
parent
0ea3484ec3
commit
4dab4dfb48
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@ -45,12 +45,10 @@ namespace Smuggler
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public class PBREffect : Effect
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{
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EffectParameter worldParam;
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EffectParameter viewParam;
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EffectParameter projectionParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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EffectParameter baseColorTextureParam;
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EffectParameter albedoTextureParam;
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EffectParameter normalTextureParam;
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EffectParameter emissionTextureParam;
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EffectParameter occlusionTextureParam;
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@ -105,7 +103,6 @@ namespace Smuggler
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set
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{
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view = value;
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viewParam.SetValue(view);
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Matrix.Multiply(ref world, ref view, out Matrix worldView);
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Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
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@ -122,7 +119,6 @@ namespace Smuggler
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set
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{
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projection = value;
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projectionParam.SetValue(projection);
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Matrix.Multiply(ref world, ref view, out Matrix worldView);
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Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
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@ -176,10 +172,10 @@ namespace Smuggler
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}
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}
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public Texture2D BaseColourTexture
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public Texture2D AlbedoTexture
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{
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get { return baseColorTextureParam.GetValueTexture2D(); }
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set { baseColorTextureParam.SetValue(value); }
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get { return albedoTextureParam.GetValueTexture2D(); }
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set { albedoTextureParam.SetValue(value); }
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}
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public Texture2D NormalTexture
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@ -252,7 +248,7 @@ namespace Smuggler
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Lights[i] = cloneSource.Lights[i];
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}
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BaseColourTexture = cloneSource.BaseColourTexture;
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AlbedoTexture = cloneSource.AlbedoTexture;
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NormalTexture = cloneSource.NormalTexture;
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EmissionTexture = cloneSource.EmissionTexture;
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OcclusionTexture = cloneSource.OcclusionTexture;
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@ -281,12 +277,10 @@ namespace Smuggler
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void CacheEffectParameters(PBREffect cloneSource)
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{
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worldParam = Parameters["World"];
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viewParam = Parameters["View"];
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projectionParam = Parameters["Projection"];
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worldViewProjectionParam = Parameters["WorldViewProjection"];
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worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
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baseColorTextureParam = Parameters["BaseColorTexture"];
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albedoTextureParam = Parameters["AlbedoTexture"];
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normalTextureParam = Parameters["NormalTexture"];
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emissionTextureParam = Parameters["EmissionTexture"];
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occlusionTextureParam = Parameters["OcclusionTexture"];
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@ -298,9 +292,9 @@ namespace Smuggler
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lightPositionsParam = Parameters["LightPositions"];
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lightColorsParam = Parameters["LightColors"];
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albedoParam = Parameters["Albedo"];
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metallicParam = Parameters["Metallic"];
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roughnessParam = Parameters["Roughness"];
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albedoParam = Parameters["AlbedoValue"];
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metallicParam = Parameters["MetallicValue"];
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roughnessParam = Parameters["RoughnessValue"];
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aoParam = Parameters["AO"];
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eyePositionParam = Parameters["EyePosition"];
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@ -2,18 +2,9 @@
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static const float PI = 3.141592653589793;
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// Transformation Matrices
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float4x4 World;
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float4x4 View;
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float4x4 Projection;
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float4x4 WorldViewProjection;
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float4x3 WorldInverseTranspose;
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// Samplers
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DECLARE_TEXTURE(BaseColorTexture, 0);
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DECLARE_TEXTURE(AlbedoTexture, 0);
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DECLARE_TEXTURE(NormalTexture, 1);
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DECLARE_TEXTURE(EmissionTexture, 2);
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DECLARE_TEXTURE(OcclusionTexture, 3);
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@ -22,17 +13,28 @@ DECLARE_CUBEMAP(EnvDiffuseTexture, 8);
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DECLARE_TEXTURE(BrdfLutTexture, 9);
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DECLARE_CUBEMAP(EnvSpecularTexture, 10);
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// Light Info
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float3 LightPositions[4];
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float3 LightColors[4];
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BEGIN_CONSTANTS
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// PBR Values
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float3 Albedo;
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float Metallic;
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float Roughness;
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float AO;
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float3 AlbedoValue _ps(c0) _cb(c0);
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float MetallicValue _ps(c1) _cb(c1);
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float RoughnessValue _ps(c2) _cb(c2);
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float AO _ps(c3) _cb(c3);
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float3 EyePosition;
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// Light Info
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float3 LightPositions[4] _ps(c4) _cb(c4);
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float3 LightColors[4] _ps(c8) _cb(c8);
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float3 EyePosition _ps(c12) _cb(c12);
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float4x4 World _vs(c0) _cb(c16);
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float4x4 WorldInverseTranspose _vs(c4) _cb(c20);
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MATRIX_CONSTANTS
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float4x4 WorldViewProjection _vs(c8) _cb(c0);
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END_CONSTANTS
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struct VertexShaderInput
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{
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@ -43,7 +45,7 @@ struct VertexShaderInput
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struct PixelShaderInput
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{
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float4 Position : SV_POSITION;
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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float3 PositionWS : TEXCOORD1;
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float3 NormalWS : TEXCOORD2;
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@ -55,7 +57,7 @@ PixelShaderInput main_vs(VertexShaderInput input)
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output.PositionWS = mul(input.Position, World).xyz;
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output.TexCoord = input.TexCoord;
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output.NormalWS = normalize(mul(input.Normal, (float3x3)WorldInverseTranspose));
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output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
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output.Position = mul(input.Position, WorldViewProjection);
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return output;
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@ -104,11 +106,15 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
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// The case where we have no texture maps for any PBR data
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float4 None(PixelShaderInput input) : SV_TARGET
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{
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float3 albedo = AlbedoValue;
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float metallic = MetallicValue;
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float roughness = RoughnessValue;
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float3 N = normalize(input.NormalWS);
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float3 V = normalize(EyePosition - input.PositionWS);
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, Albedo, Metallic);
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F0 = lerp(F0, albedo, metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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@ -122,8 +128,8 @@ float4 None(PixelShaderInput input) : SV_TARGET
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = LightColors[i] * attenuation;
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float NDF = DistributionGGX(N, H, Roughness);
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float G = GeometrySmith(N, V, L, Roughness);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float3 numerator = NDF * G * F;
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@ -133,13 +139,116 @@ float4 None(PixelShaderInput input) : SV_TARGET
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float3 kS = F;
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float3 kD = float3(1.0, 1.0, 1.0) - kS;
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kD *= 1.0 - Metallic;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * Albedo / PI + specular) * radiance * NdotL;
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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float3 ambient = float3(0.03, 0.03, 0.03) * Albedo * AO;
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo * AO;
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float3 color = ambient + Lo;
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color = color / (color + float3(1.0, 1.0, 1.0));
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float exposureConstant = 1.0 / 2.2;
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color = pow(color, float3(exposureConstant, exposureConstant, exposureConstant));
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return float4(color, 1.0);
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}
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float4 AlbedoMapPS(PixelShaderInput input) : SV_TARGET
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{
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float3 albedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord).rgb;
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float metallic = MetallicValue;
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float roughness = RoughnessValue;
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float3 N = normalize(input.NormalWS);
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float3 V = normalize(EyePosition - input.PositionWS);
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, albedo, metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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for (int i = 0; i < 4; i++)
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{
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float3 lightDir = LightPositions[i] - input.PositionWS;
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float3 L = normalize(lightDir);
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float3 H = normalize(V + L);
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = LightColors[i] * attenuation;
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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float3 specular = numerator / max(denominator, 0.001);
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float3 kS = F;
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float3 kD = float3(1.0, 1.0, 1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo * AO;
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float3 color = ambient + Lo;
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color = color / (color + float3(1.0, 1.0, 1.0));
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float exposureConstant = 1.0 / 2.2;
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color = pow(color, float3(exposureConstant, exposureConstant, exposureConstant));
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return float4(color, 1.0);
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}
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float4 AlbedoMetallicRoughnessMapPS(PixelShaderInput input) : SV_TARGET
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{
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float3 albedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord).rg;
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float metallic = metallicRoughness.r;
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float roughness = metallicRoughness.g;
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float3 N = normalize(input.NormalWS);
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float3 V = normalize(EyePosition - input.PositionWS);
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, albedo, metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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for (int i = 0; i < 4; i++)
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{
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float3 lightDir = LightPositions[i] - input.PositionWS;
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float3 L = normalize(lightDir);
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float3 H = normalize(V + L);
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = LightColors[i] * attenuation;
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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float3 specular = numerator / max(denominator, 0.001);
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float3 kS = F;
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float3 kD = float3(1.0, 1.0, 1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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}
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo * AO;
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float3 color = ambient + Lo;
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color = color / (color + float3(1.0, 1.0, 1.0));
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Binary file not shown.
28
Importer.cs
28
Importer.cs
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@ -192,13 +192,13 @@ namespace Smuggler
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var albedoChannel = primitive.Material.FindChannel("BaseColor");
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if (albedoChannel.HasValue)
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{
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//if (albedoChannel.Value.Texture != null)
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//{
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// effect.BaseColourTexture = Texture2D.FromStream(
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// graphicsDevice,
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// albedoChannel.Value.Texture.PrimaryImage.Content.Open()
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// );
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//}
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if (albedoChannel.Value.Texture != null)
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{
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effect.AlbedoTexture = Texture2D.FromStream(
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graphicsDevice,
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albedoChannel.Value.Texture.PrimaryImage.Content.Open()
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);
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}
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var parameter = albedoChannel.Value.Parameter;
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@ -212,13 +212,13 @@ namespace Smuggler
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var metallicRoughnessChannel = primitive.Material.FindChannel("MetallicRoughness");
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if (metallicRoughnessChannel.HasValue)
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{
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//if (metallicRoughnessChannel.Value.Texture != null)
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//{
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// effect.MetallicRoughnessTexture = Texture2D.FromStream(
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// graphicsDevice,
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// metallicRoughnessChannel.Value.Texture.PrimaryImage.Content.Open()
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// );
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//}
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if (metallicRoughnessChannel.Value.Texture != null)
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{
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effect.MetallicRoughnessTexture = Texture2D.FromStream(
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graphicsDevice,
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metallicRoughnessChannel.Value.Texture.PrimaryImage.Content.Open()
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);
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}
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var parameter = metallicRoughnessChannel.Value.Parameter;
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