fist attempt at multiple pixel shader paths
parent
75114d77ef
commit
964e02c570
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@ -67,6 +67,8 @@ namespace Smuggler
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EffectParameter eyePositionParam;
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EffectParameter eyePositionParam;
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EffectParameter shaderIndexParam;
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Matrix world = Matrix.Identity;
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Matrix world = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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@ -77,6 +79,10 @@ namespace Smuggler
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float roughness;
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float roughness;
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float ao;
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float ao;
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bool albedoTextureEnabled = false;
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bool metallicRoughnessMapEnabled = false;
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bool normalMapEnabled = false;
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// FIXME: lazily set properties for performance
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// FIXME: lazily set properties for performance
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public Matrix World
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public Matrix World
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@ -175,13 +181,22 @@ namespace Smuggler
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public Texture2D AlbedoTexture
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public Texture2D AlbedoTexture
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{
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{
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get { return albedoTextureParam.GetValueTexture2D(); }
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get { return albedoTextureParam.GetValueTexture2D(); }
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set { albedoTextureParam.SetValue(value); }
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set
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{
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albedoTextureParam.SetValue(value);
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albedoTextureEnabled = value != null;
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System.Console.WriteLine(albedoTextureEnabled);
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}
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}
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}
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public Texture2D NormalTexture
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public Texture2D NormalTexture
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{
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{
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get { return normalTextureParam.GetValueTexture2D(); }
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get { return normalTextureParam.GetValueTexture2D(); }
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set { normalTextureParam.SetValue(value); }
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set
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{
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normalTextureParam.SetValue(value);
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normalMapEnabled = value != null;
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}
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}
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}
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public Texture2D EmissionTexture
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public Texture2D EmissionTexture
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@ -199,7 +214,11 @@ namespace Smuggler
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public Texture2D MetallicRoughnessTexture
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public Texture2D MetallicRoughnessTexture
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{
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{
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get { return metallicRoughnessTextureParam.GetValueTexture2D(); }
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get { return metallicRoughnessTextureParam.GetValueTexture2D(); }
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set { metallicRoughnessTextureParam.SetValue(value); }
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set
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{
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metallicRoughnessTextureParam.SetValue(value);
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metallicRoughnessMapEnabled = value != null;
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}
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}
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}
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public TextureCube EnvDiffuseTexture
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public TextureCube EnvDiffuseTexture
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@ -271,7 +290,40 @@ namespace Smuggler
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// FIXME: do param applications here for performance
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// FIXME: do param applications here for performance
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protected override void OnApply()
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protected override void OnApply()
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{
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{
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base.OnApply();
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int shaderIndex = 0;
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if (albedoTextureEnabled && metallicRoughnessMapEnabled && normalMapEnabled)
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{
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System.Console.WriteLine("all enabled");
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shaderIndex = 7;
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}
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else if (metallicRoughnessMapEnabled && normalMapEnabled)
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{
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shaderIndex = 6;
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}
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else if (albedoTextureEnabled && normalMapEnabled)
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{
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shaderIndex = 5;
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}
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else if (albedoTextureEnabled && metallicRoughnessMapEnabled)
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{
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shaderIndex = 4;
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}
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else if (normalMapEnabled)
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{
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shaderIndex = 3;
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}
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else if (metallicRoughnessMapEnabled)
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{
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shaderIndex = 2;
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}
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else if (albedoTextureEnabled)
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{
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shaderIndex = 1;
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}
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System.Console.WriteLine(shaderIndex);
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shaderIndexParam.SetValue(shaderIndex);
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}
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}
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void CacheEffectParameters(PBREffect cloneSource)
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void CacheEffectParameters(PBREffect cloneSource)
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@ -298,6 +350,8 @@ namespace Smuggler
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aoParam = Parameters["AO"];
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aoParam = Parameters["AO"];
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eyePositionParam = Parameters["EyePosition"];
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eyePositionParam = Parameters["EyePosition"];
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shaderIndexParam = Parameters["ShaderIndex"];
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}
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}
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}
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}
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}
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}
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@ -121,15 +121,15 @@ float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
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return normalize(mul(tangentNormal, TBN));
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return normalize(mul(tangentNormal, TBN));
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}
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}
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// The case where we have no texture maps for any PBR data
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float4 ComputeColor(
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float4 None(PixelShaderInput input) : SV_TARGET0
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float3 worldPosition,
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{
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float3 worldNormal,
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float3 albedo = AlbedoValue;
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float3 albedo,
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float metallic = MetallicValue;
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float metallic,
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float roughness = RoughnessValue;
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float roughness
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) {
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float3 N = normalize(input.NormalWS);
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float3 V = normalize(EyePosition - worldPosition);
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float3 V = normalize(EyePosition - input.PositionWS);
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float3 N = worldNormal;
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float3 F0 = float3(0.04, 0.04, 0.04);
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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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@ -138,7 +138,7 @@ float4 None(PixelShaderInput input) : SV_TARGET0
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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float3 lightDir = LightPositions[i] - input.PositionWS;
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float3 lightDir = LightPositions[i] - worldPosition;
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float3 L = normalize(lightDir);
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float3 L = normalize(lightDir);
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float3 H = normalize(V + L);
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float3 H = normalize(V + L);
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@ -173,166 +173,136 @@ float4 None(PixelShaderInput input) : SV_TARGET0
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return float4(color, 1.0);
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return float4(color, 1.0);
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}
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}
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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_TARGET0
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{
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return ComputeColor(
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input.PositionWS,
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input.NormalWS,
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AlbedoValue,
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MetallicValue,
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RoughnessValue
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);
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}
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float4 AlbedoMapPS(PixelShaderInput input) : SV_TARGET
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float4 AlbedoMapPS(PixelShaderInput input) : SV_TARGET
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{
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{
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float3 albedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord).rgb;
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float3 albedo = pow(SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord), 2.2).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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return ComputeColor(
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float3 V = normalize(EyePosition - input.PositionWS);
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input.PositionWS,
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input.NormalWS,
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albedo,
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MetallicValue,
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RoughnessValue
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);
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}
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float3 F0 = float3(0.04, 0.04, 0.04);
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float4 MetallicRoughnessPS(PixelShaderInput input) : SV_TARGET
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F0 = lerp(F0, albedo, metallic);
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{
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float2 metallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord).rg;
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float3 Lo = float3(0.0, 0.0, 0.0);
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return ComputeColor(
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input.PositionWS,
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input.NormalWS,
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AlbedoValue,
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metallicRoughness.r,
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metallicRoughness.g
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);
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}
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for (int i = 0; i < 4; i++)
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float4 NormalPS(PixelShaderInput input) : SV_TARGET
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{
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{
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float3 lightDir = LightPositions[i] - input.PositionWS;
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float3 normal = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
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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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return ComputeColor(
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float attenuation = 1.0 / (distance * distance);
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input.PositionWS,
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float3 radiance = LightColors[i] * attenuation;
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normal,
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AlbedoValue,
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float NDF = DistributionGGX(N, H, roughness);
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MetallicValue,
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float G = GeometrySmith(N, V, L, roughness);
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RoughnessValue
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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);
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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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}
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float4 AlbedoMetallicRoughnessMapPS(PixelShaderInput input) : SV_TARGET
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float4 AlbedoMetallicRoughnessMapPS(PixelShaderInput input) : SV_TARGET
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{
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{
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float3 albedo = pow(SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord), 2.2).rgb;
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float3 albedo = pow(SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord), 2.2).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord).rg;
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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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return ComputeColor(
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float3 V = normalize(EyePosition - input.PositionWS);
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input.PositionWS,
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input.NormalWS,
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albedo,
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metallicRoughness.r,
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metallicRoughness.g
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);
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}
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float3 F0 = float3(0.04, 0.04, 0.04);
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float4 AlbedoNormalPS(PixelShaderInput input) : SV_TARGET
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F0 = lerp(F0, albedo, metallic);
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{
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float3 albedo = pow(SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord), 2.2).rgb;
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float3 normal = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
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float3 Lo = float3(0.0, 0.0, 0.0);
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return ComputeColor(
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input.PositionWS,
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normal,
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albedo,
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MetallicValue,
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RoughnessValue
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);
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}
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for (int i = 0; i < 4; i++)
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float4 MetallicRoughnessNormalPS(PixelShaderInput input) : SV_TARGET
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{
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{
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float3 lightDir = LightPositions[i] - input.PositionWS;
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float2 metallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord).rg;
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float3 L = normalize(lightDir);
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float3 normal = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
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float3 H = normalize(V + L);
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float distance = length(lightDir);
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return ComputeColor(
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float attenuation = 1.0 / (distance * distance);
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input.PositionWS,
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float3 radiance = LightColors[i] * attenuation;
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normal,
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AlbedoValue,
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float NDF = DistributionGGX(N, H, roughness);
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metallicRoughness.r,
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float G = GeometrySmith(N, V, L, roughness);
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metallicRoughness.g
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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);
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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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}
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float4 AlbedoMetallicRoughnessNormalMapPS(PixelShaderInput input) : SV_TARGET
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float4 AlbedoMetallicRoughnessNormalMapPS(PixelShaderInput input) : SV_TARGET
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{
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{
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float3 albedo = pow(SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord), 2.2).rgb;
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float3 albedo = pow(SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord), 2.2).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord).rg;
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float2 metallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord).rg;
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float metallic = metallicRoughness.r;
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float3 normal = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
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float roughness = metallicRoughness.g;
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float3 N = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
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return ComputeColor(
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float3 V = normalize(EyePosition - input.PositionWS);
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input.PositionWS,
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normal,
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float3 F0 = float3(0.04, 0.04, 0.04);
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albedo,
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F0 = lerp(F0, albedo, metallic);
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metallicRoughness.r,
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metallicRoughness.g
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float3 Lo = float3(0.0, 0.0, 0.0);
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);
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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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}
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PixelShader PSArray[8] =
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{
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compile ps_3_0 None(),
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compile ps_3_0 AlbedoMapPS(),
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compile ps_3_0 MetallicRoughnessPS(),
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compile ps_3_0 NormalPS(),
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compile ps_3_0 AlbedoMetallicRoughnessMapPS(),
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|
compile ps_3_0 AlbedoNormalPS(),
|
||||||
|
compile ps_3_0 MetallicRoughnessNormalPS(),
|
||||||
|
|
||||||
|
compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS()
|
||||||
|
};
|
||||||
|
|
||||||
|
int ShaderIndex = 0;
|
||||||
|
|
||||||
Technique PBR
|
Technique PBR
|
||||||
{
|
{
|
||||||
Pass Pass1
|
Pass
|
||||||
{
|
{
|
||||||
VertexShader = compile vs_3_0 main_vs();
|
VertexShader = compile vs_3_0 main_vs();
|
||||||
PixelShader = compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS();
|
PixelShader = (PSArray[ShaderIndex]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
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Reference in New Issue