mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-21 20:08:40 +03:00
Added back volumetric
This commit is contained in:
@@ -94,6 +94,7 @@ struct CopyPushConstant
|
||||
{
|
||||
int SourceTextureID;
|
||||
int Source2TextureID;
|
||||
int Mode;
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
@@ -110,6 +111,14 @@ PSOutput main(PSInput input)
|
||||
float4 sampleValue = textures[sourceTextureID].Sample(mySampler, input.UV);
|
||||
float4 sampleValue2 = textures[source2TextureID].Sample(mySampler, input.UV);
|
||||
|
||||
output.oColor0 = lerp(sampleValue, sampleValue2, 1.0 - sampleValue.a);
|
||||
if(pushConstants.Mode == 0)
|
||||
{
|
||||
output.oColor0 = lerp(sampleValue, sampleValue2, 1.0 - sampleValue.a);
|
||||
}
|
||||
else if(pushConstants.Mode == 1)
|
||||
{
|
||||
output.oColor0 = sampleValue;
|
||||
output.oColor0 = sampleValue + sampleValue2;
|
||||
}
|
||||
return output;
|
||||
}
|
||||
@@ -84,6 +84,7 @@ struct CopyPushConstant
|
||||
{
|
||||
int SourceTextureID;
|
||||
int Source2TextureID;
|
||||
int Mode;
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
|
||||
201
Data/Shaders/Vulkan/volumetric.frag
Normal file
201
Data/Shaders/Vulkan/volumetric.frag
Normal file
@@ -0,0 +1,201 @@
|
||||
// Transforms
|
||||
struct ModelData
|
||||
{
|
||||
float4x4 model;
|
||||
};
|
||||
[[vk::binding(0, 0)]]
|
||||
StructuredBuffer<ModelData> model : register(t1);
|
||||
|
||||
// Vertex
|
||||
struct Vertex
|
||||
{
|
||||
float3 position;
|
||||
float uv_x;
|
||||
float3 normal;
|
||||
float uv_y;
|
||||
float3 tangent;
|
||||
float3 bitangent;
|
||||
};
|
||||
|
||||
[[vk::binding(0, 1)]]
|
||||
StructuredBuffer<Vertex> vertexBuffer : register(t2);
|
||||
|
||||
// Samplers
|
||||
[[vk::binding(0, 2)]]
|
||||
SamplerState mySampler : register(s0);
|
||||
|
||||
// Materials
|
||||
struct Material
|
||||
{
|
||||
bool hasAlbedo;
|
||||
float3 albedo;
|
||||
bool hasNormal;
|
||||
bool hasMetalness;
|
||||
bool hasRoughness;
|
||||
bool hasAO;
|
||||
float metalnessValue;
|
||||
float roughnessValue;
|
||||
float aoValue;
|
||||
int albedoTextureId;
|
||||
int normalTextureId;
|
||||
int metalnessTextureId;
|
||||
int roughnessTextureId;
|
||||
int aoTextureId;
|
||||
};
|
||||
[[vk::binding(0, 3)]]
|
||||
StructuredBuffer<Material> material;
|
||||
|
||||
// Textures
|
||||
[[vk::binding(0, 4)]]
|
||||
Texture2D textures[];
|
||||
|
||||
// Lights
|
||||
struct Light
|
||||
{
|
||||
float3 position;
|
||||
int type;
|
||||
float4 color;
|
||||
float3 direction;
|
||||
float outerConeAngle;
|
||||
float innerConeAngle;
|
||||
bool castShadow;
|
||||
int shadowMapTextureId[4];
|
||||
int transformId[4];
|
||||
};
|
||||
|
||||
[[vk::binding(0, 5)]]
|
||||
StructuredBuffer<Light> lights;
|
||||
|
||||
// Cameras
|
||||
struct CameraView {
|
||||
float4x4 View;
|
||||
float4x4 Projection;
|
||||
float4x4 ViewProjection;
|
||||
float4x4 InverseView;
|
||||
float4x4 InverseProjection;
|
||||
float3 Position;
|
||||
float Near;
|
||||
float Far;
|
||||
};
|
||||
[[vk::binding(0, 6)]]
|
||||
StructuredBuffer<CameraView> cameras;
|
||||
|
||||
struct PSInput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PSOutput {
|
||||
float4 oColor0 : SV_TARGET;
|
||||
};
|
||||
|
||||
struct VolumetricConstant
|
||||
{
|
||||
int DepthTextureID;
|
||||
int StepCount;
|
||||
float FogAmount;
|
||||
float Exponant;
|
||||
int CamViewID;
|
||||
int LightCount;
|
||||
float Ambient;
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
VolumetricConstant pushConstants;
|
||||
|
||||
float2 GetTexelSize(Texture2D tex)
|
||||
{
|
||||
uint width, height;
|
||||
tex.GetDimensions(width, height);
|
||||
return 1.0 / float2(width, height);
|
||||
}
|
||||
|
||||
float LinearizeDepth(float depth, float nearPlane, float farPlane)
|
||||
{
|
||||
return (2.0 * nearPlane) / (farPlane + nearPlane - (1.0 - depth) * (farPlane - nearPlane));
|
||||
}
|
||||
|
||||
float ComputeScattering(float lightDotView)
|
||||
{
|
||||
float PI = 3.141592653589793f;
|
||||
float result = 1.0f - pushConstants.FogAmount;
|
||||
result /= (4.0f * PI * pow(1.0f + pushConstants.FogAmount * pushConstants.FogAmount - (1.0f * pushConstants.FogAmount) * lightDotView, 1.5f));
|
||||
return result;
|
||||
}
|
||||
|
||||
float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invView)
|
||||
{
|
||||
float z = depth;
|
||||
float4 clipSpacePosition = float4(uv.x * 2.0 - 1.0, (uv.y * 2.0 - 1.0), z, 1.0f);
|
||||
float4 viewSpacePosition = mul(invProj, clipSpacePosition);
|
||||
viewSpacePosition /= viewSpacePosition.w;
|
||||
|
||||
float4 worldSpacePosition = mul(invView, viewSpacePosition);
|
||||
return worldSpacePosition.xyz;
|
||||
}
|
||||
|
||||
PSOutput main(PSInput input)
|
||||
{
|
||||
CameraView camView = cameras[pushConstants.CamViewID];
|
||||
float3 startPosition = camView.Position;
|
||||
|
||||
int depthTexture = pushConstants.DepthTextureID;
|
||||
float depth = textures[depthTexture].Sample(mySampler, input.UV).r;
|
||||
|
||||
float3 worldPos = WorldPosFromDepth(depth, input.UV, camView.InverseProjection, camView.InverseView);
|
||||
|
||||
float3 rayVector = worldPos - startPosition;
|
||||
|
||||
float rayLength = length(rayVector);
|
||||
|
||||
PSOutput output;
|
||||
if(rayLength > 1000.0)
|
||||
{
|
||||
output.oColor0 = float4(0.0f, 0.0f, 0, 0.0f);
|
||||
return output;
|
||||
}
|
||||
|
||||
float stepLength = rayLength / pushConstants.StepCount;
|
||||
float3 rayDirection = rayVector / rayLength;
|
||||
float3 step = rayDirection * stepLength;
|
||||
|
||||
float3 accumFog = float3(0, 0, 0);
|
||||
float3 currentPosition = startPosition;
|
||||
for(int i = 0; i < pushConstants.StepCount; i++)
|
||||
{
|
||||
for(int l = 0; l < pushConstants.LightCount; l++)
|
||||
{
|
||||
Light light = lights[l];
|
||||
if(light.type != 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
CameraView lightView = cameras[light.transformId[0]];
|
||||
float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
|
||||
float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
projCoords.xy = projCoords.xy * 0.5 + 0.5;
|
||||
|
||||
float currentDepth = projCoords.z;
|
||||
float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
|
||||
|
||||
if(closestDepth < currentDepth)
|
||||
{
|
||||
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Exponant;
|
||||
}
|
||||
else
|
||||
{
|
||||
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color) * pushConstants.Ambient;
|
||||
}
|
||||
}
|
||||
|
||||
currentPosition += step;
|
||||
|
||||
}
|
||||
|
||||
accumFog /= pushConstants.StepCount;
|
||||
|
||||
output.oColor0 = float4(accumFog.x, accumFog.y, accumFog.z, 1.0f);
|
||||
return output;
|
||||
}
|
||||
114
Data/Shaders/Vulkan/volumetric.vert
Normal file
114
Data/Shaders/Vulkan/volumetric.vert
Normal file
@@ -0,0 +1,114 @@
|
||||
// Transforms
|
||||
struct ModelData
|
||||
{
|
||||
float4x4 model;
|
||||
};
|
||||
[[vk::binding(0, 0)]]
|
||||
StructuredBuffer<ModelData> model : register(t1);
|
||||
|
||||
// Vertex
|
||||
struct Vertex
|
||||
{
|
||||
float3 position;
|
||||
float uv_x;
|
||||
float3 normal;
|
||||
float uv_y;
|
||||
float3 tangent;
|
||||
float3 bitangent;
|
||||
};
|
||||
|
||||
[[vk::binding(0, 1)]]
|
||||
StructuredBuffer<Vertex> vertexBuffer : register(t2);
|
||||
|
||||
// Samplers
|
||||
[[vk::binding(0, 2)]]
|
||||
SamplerState mySampler : register(s0);
|
||||
|
||||
// Materials
|
||||
struct Material
|
||||
{
|
||||
bool hasAlbedo;
|
||||
float3 albedo;
|
||||
bool hasNormal;
|
||||
bool hasMetalness;
|
||||
bool hasRoughness;
|
||||
bool hasAO;
|
||||
float metalnessValue;
|
||||
float roughnessValue;
|
||||
float aoValue;
|
||||
int albedoTextureId;
|
||||
int normalTextureId;
|
||||
int metalnessTextureId;
|
||||
int roughnessTextureId;
|
||||
int aoTextureId;
|
||||
};
|
||||
[[vk::binding(0, 3)]]
|
||||
StructuredBuffer<Material> material;
|
||||
|
||||
// Textures
|
||||
[[vk::binding(0, 4)]]
|
||||
Texture2D textures[];
|
||||
|
||||
// Lights
|
||||
struct Light
|
||||
{
|
||||
float3 position;
|
||||
int type;
|
||||
float4 color;
|
||||
float3 direction;
|
||||
float outerConeAngle;
|
||||
float innerConeAngle;
|
||||
bool castShadow;
|
||||
int shadowMapTextureId[4];
|
||||
int transformId[4];
|
||||
};
|
||||
|
||||
[[vk::binding(0, 5)]]
|
||||
StructuredBuffer<Light> lights;
|
||||
|
||||
// Cameras
|
||||
struct CameraView {
|
||||
float4x4 View;
|
||||
float4x4 Projection;
|
||||
float4x4 ViewProjection;
|
||||
float4x4 InverseView;
|
||||
float4x4 InverseProjection;
|
||||
float3 Position;
|
||||
float Near;
|
||||
float Far;
|
||||
};
|
||||
[[vk::binding(0, 6)]]
|
||||
StructuredBuffer<CameraView> cameras;
|
||||
|
||||
struct VolumetricConstant
|
||||
{
|
||||
int DepthTextureID;
|
||||
int StepCount;
|
||||
float FogAmount;
|
||||
float Exponant;
|
||||
int CamViewID;
|
||||
int LightCount;
|
||||
float Ambient;
|
||||
};
|
||||
|
||||
[[vk::push_constant]]
|
||||
VolumetricConstant pushConstants;
|
||||
|
||||
// Outputs
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
// Main vertex shader
|
||||
VSOutput main(uint vertexIndex : SV_VertexID)
|
||||
{
|
||||
VSOutput output;
|
||||
|
||||
Vertex v = vertexBuffer[vertexIndex];
|
||||
output.UV = float2(v.uv_x, v.uv_y);
|
||||
output.Position = float4(v.position, 1.0f);
|
||||
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user