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cool-source-archive/materialsystem/stdshaders/vertexlitPBR_ps30.fxc
2021-10-10 19:41:28 +05:00

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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
//
// Example pixel shader that can be applied to models
//
//==================================================================================================
// STATIC: "CONVERT_TO_SRGB" "0..0"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "CUBEMAP" "0..1"
// STATIC: "CUBEMAP_SPHERE_LEGACY" "0..1"
// STATIC: "SMOOTHNESS" "0..1"
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..4"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1"
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1"
// DYNAMIC: "LIGHTMAP" "0..1"
// DYNAMIC: "LIGHT_PREVIEW" "0..2"
// We don't care about those in the editor
// SKIP: ($CUBEMAP || FLASHLIGHT ) && $LIGHT_PREVIEW
// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// SKIP: ( $CUBEMAP == 1 ) && ( $FLASHLIGHT == 1 )
// SKIP: $CUBEMAP_SPHERE_LEGACY && ($CUBEMAP == 0)
// SKIP: ($CUBEMAP || FLASHLIGHT )
#include "common_flashlight_fxc.h"
#include "shader_constant_register_map.h"
#include "common_pbr.h"
#ifdef NV3X
#define PSHADER_VECT_SCALE 20.0
#define VSHADER_VECT_SCALE (1.0 / (PSHADER_VECT_SCALE) )
#else
#define PSHADER_VECT_SCALE 1.0
#define VSHADER_VECT_SCALE 1.0
#endif
const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
#if FLASHLIGHT == 1
sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
sampler FlashlightSampler : register( s6 ); // Flashlight cookie
const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass
const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
const float4 g_FlashlightColor : register( PSREG_FLASHLIGHT_COLOR );
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
#endif
PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
sampler RoughnessSampler : register( s1 ); // Roughness
sampler MetallicSampler : register( s2 ); // Metallic
sampler BumpmapSampler : register( s3 ); // Bump map
sampler EnvmapSampler : register( s7 ); // for IBL
sampler BRDFSampler : register( s8 ); // for IBL
sampler AOSampler : register( s9 ); // AO
sampler EmissiveSampler : register( s10 ); // Emissive map
sampler LightmapSampler : register( s11 ); // Lightmap texture from the engine
//DoPBRLight(float3 vWorldPos, float3 vWorldNormal, float3 albedo, float3 vPosition, float3 vColor, float3 vEye, float atten_radius, float3 metallic, float3 roughness)
float3 DoPBRLights(float3 vEye, float3 vWorldNormal, float3 vWorldPos, float4 albedo, float4 atten, float3 lightmap, float metallic, float roughness)
{
float3 linearColor = 0.0;
#if LIGHTMAP ==0
if ( NUM_LIGHTS > 0 )
{
linearColor += DoPBRLight(vWorldPos, vWorldNormal, albedo, cLightInfo[0].pos, cLightInfo[0].color.rgb, vEye, atten.x, metallic, roughness);
if ( NUM_LIGHTS > 1 )
{
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[1].pos, cLightInfo[1].color.rgb, vEye, atten.x, metallic, roughness);
if ( NUM_LIGHTS > 2 )
{
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[2].pos, cLightInfo[2].color.rgb, vEye, atten.x, metallic, roughness);
if ( NUM_LIGHTS > 3 )
{
// Unpack the 4th light's data from tight constant packing
float3 vLight3Color = float3( cLightInfo[0].color.w, cLightInfo[0].pos.w, cLightInfo[1].color.w );
float3 vLight3Pos = float3( cLightInfo[1].pos.w, cLightInfo[2].color.w, cLightInfo[2].pos.w );
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, vLight3Pos, vLight3Color, vEye, atten.x, metallic, roughness);
}
}
}
}
#else
if ( NUM_LIGHTS > 0 )
{
float lightmap_atten = dot(lightmap, cLightInfo[0].color.rgb);
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
linearColor += DoPBRLight(vWorldPos, vWorldNormal, albedo, cLightInfo[0].pos, cLightInfo[0].color.rgb, vEye, lightmap_atten, metallic, roughness);
if ( NUM_LIGHTS > 1 )
{
lightmap_atten = dot(lightmap, cLightInfo[1].color.rgb);
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[1].pos, cLightInfo[1].color.rgb, vEye, lightmap_atten, metallic, roughness);
if ( NUM_LIGHTS > 2 )
{
lightmap_atten = dot(lightmap, cLightInfo[2].color.rgb);
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[2].pos, cLightInfo[2].color.rgb, vEye,lightmap_atten, metallic, roughness);
if ( NUM_LIGHTS > 3 )
{
// Unpack the 4th light's data from tight constant packing
float3 vLight3Color = float3( cLightInfo[0].color.w, cLightInfo[0].pos.w, cLightInfo[1].color.w );
float3 vLight3Pos = float3( cLightInfo[1].pos.w, cLightInfo[2].color.w, cLightInfo[2].pos.w );
lightmap_atten = dot(lightmap, vLight3Color);
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, vLight3Pos, vLight3Color, vEye, lightmap_atten, metallic, roughness);
}
}
}
}
#endif
return linearColor;
}
// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
half3 EnvBRDFApprox( half3 SpecularColor, half Roughness, half NoV )
{
const half4 c0 = { -1, -0.0275, -0.572, 0.022 };
const half4 c1 = { 1, 0.0425, 1.04, -0.04 };
half4 r = Roughness * c0 + c1;
half a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
half2 AB = half2( -1.04, 1.04 ) * a004 + r.zw;
return SpecularColor * AB.x + AB.y;
}
float3 fresnelSchlickRoughness(float cosTheta, float3 F0, float roughness)
{
return F0 + (max(1.0f.xxx - roughness, F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
float3 DoIBL(float3 vEye, float3 vWorldNormal, float3 vWorldPos, float2 screenUV, float3 albedo, float metallness, float roughness, float3 lightmap)
{
float3 metallic = clamp(metallness, 0.0f, 0.9f);
#if CUBEMAP == 1
float3 V = normalize( vEye - vWorldPos );
float3 N = normalize( vWorldNormal );
//precompute dots
float NV = max(0.0,dot(N, V));
HALF3 reflectVect = 2.0 * NV * N - V;
float4 directionPosX = { 1.0f, 0.01f, 0.01f, 12.0f }; float4 directionNegX = {-1.0f, 0.01f, 0.01f, 12.0f };
float4 directionPosY = { 0.01f, 1.0f, 0.01f, 12.0f }; float4 directionNegY = { 0.01f,-1.0f, 0.01f, 12.0f };
float4 directionPosZ = { 0.01f, 0.01f, 1.0f, 12.0f }; float4 directionNegZ = { 0.01f, 0.01f,-1.0f, 12.0f };
float3 lookupPosX = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosX);
float3 lookupNegX = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegX);
float3 lookupPosY = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosY);
float3 lookupNegY = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegY);
float3 lookupPosZ = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosZ);
float3 lookupNegZ = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegZ);
float3 envmapCube[6] = { lookupPosX, lookupNegX, lookupPosY, lookupNegY, lookupPosZ, lookupNegZ };
#if LIGHTMAP == 0
float3 irradiance = PixelShaderAmbientLight( N, cAmbientCube );
#else
float3 irradiance = lightmap;
#endif
float3 f0 = 0.04f.xxx;
f0 = lerp(f0, albedo.rgb, metallic);
float3 F = fresnelSchlickRoughness(NV, f0, roughness); // ambient Lighting Fresnel Term
half3 BRDF = EnvBRDFApprox(f0, roughness, NV);
float3 kD = 1.0f.xxx - F;
kD *= 1.0 - metallic;
float3 diffuseIBL = kD * albedo * irradiance;
float3 lookup = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, float4(reflectVect, roughness * 12.0)).rgb;
float3 specularIrradiance = lerp(lookup, PixelShaderAmbientLight( reflectVect, envmapCube ), roughness * roughness );
float3 specularIBL = BRDF * specularIrradiance;
//mix
return max(0.0, diffuseIBL + specularIBL);
#else
float3 V = normalize( vEye - vWorldPos );
float3 N = normalize( vWorldNormal );
//precompute dots
float NV = max(0.0,dot(N, V));
#if LIGHTMAP == 0
float3 irradiance = PixelShaderAmbientLight( N, cAmbientCube );
#else
float3 irradiance = lightmap;
#endif
float3 f0 = 0.04f.xxx;
f0 = lerp(f0, albedo.rgb, metallic);
float3 F = fresnelSchlickRoughness(NV, f0, roughness); // ambient Lighting Fresnel Term
float3 kD = 1.0f.xxx - F;
kD *= 1.0 - metallic;
float3 diffuseIBL = kD * albedo * irradiance;
return max(0.0, diffuseIBL);
#endif
}
#if FLASHLIGHT == 1
float3 DoFlashlight(float3 vWorldNormal, float3 vWorldPos, float2 vScreenCords, float3 albedo, float metallic, float roughness)
{
float4 flashlightSpacePosition = mul( float4(vWorldPos, 1.0f ), g_FlashlightWorldToTexture );
float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w;
float3 flashlightColor = tex2D( FlashlightSampler, vProjCoords);
float3 shadow = 1.0f;
#if FLASHLIGHTSHADOWS
shadow = DoFlashlightShadow( ShadowDepthSampler, NormalizeRandRotSampler, vProjCoords, vScreenCords, 0, g_ShadowTweaks, false );
//shadow = tex2DprojBicubic(ShadowDepthSampler, 512.0f.xx, vProjCoords.xy, vProjCoords.z);
#endif
float2 dist = float2(length(g_FlashlightPos_RimBoost.xyz - vWorldPos), dot(g_FlashlightPos_RimBoost.xyz - vWorldPos,g_FlashlightPos_RimBoost.xyz - vWorldPos));
float fAtten = saturate( dot( g_FlashlightAttenuationFactors.xyz, float3( 1.0f, 1.0f/dist.x, 1.0f/dist.y ) ) );
float3 light = DoPBRLight( vWorldPos, vWorldNormal, albedo, g_FlashlightPos_RimBoost.xyz, flashlightColor.rgb * g_FlashlightColor.xyz, g_EyePos.xyz, shadow * fAtten * g_FlashlightColor.w, metallic, roughness);
return light;
}
#endif
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float4 lightAtten : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float4 projPos : TEXCOORD4;
float4 color : TEXCOORD5;
float3 localPos : TEXCOORD6; // for Irradiance calculations
float4 vWorldTangent: TEXCOORD7;
float3 vWorldBinormal: TEXCOORD8;
};
struct PS_OUTPUT
{
float4 MainOut : COLOR0;
float4 Normal : COLOR1;
float4 MRAO : COLOR2;
float4 Albedo : COLOR3;
};
#if LIGHT_PREVIEW == 2
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
#elif LIGHT_PREVIEW == 1
HALF4 main(PS_INPUT i) : COLOR
#else
PS_OUTPUT main(PS_INPUT i) : COLOR
#endif
{
float2 UV = i.baseTexCoord;
float2 screenUV = i.projPos.xy / i.projPos.w;
screenUV = screenUV * 0.5f + 0.5f;
float4 baseColor = tex2D( BaseTextureSampler, UV );
#if SMOOTHNESS == 0
float roughnessMap = tex2D( RoughnessSampler, UV );
#else
float roughnessMap = 1.0f - tex2D( RoughnessSampler, UV );
#endif
float metallicMap = tex2D( MetallicSampler, UV );
float AOSample = tex2D( AOSampler, UV );
float3 EmissiveSample = tex2D( EmissiveSampler, UV );
float4 normalTexel = tex2D( BumpmapSampler, UV);
float3 lightmapTexel = GammaToLinear( 2.0f * tex2D( LightmapSampler, UV ).rgb );
float3 worldPos = i.worldPos;
float3 worldNormal = i.worldNormal;
float3 eyeToWorld = (g_EyePos - worldPos);
float3 albedo = g_DiffuseModulation.rgb * baseColor.rgb;
bool bCubemap = (CUBEMAP) ? true : false;
float3 tangentSpaceNormal = normalTexel * 2.0f - 1.0f;
float3 vWorldBinormal = i.vWorldBinormal;
float3 vWorldNormal = Vec3TangentToWorld( tangentSpaceNormal, worldNormal, i.vWorldTangent, vWorldBinormal );
vWorldNormal = normalize( vWorldNormal );
float3 projPos = i.projPos.xyz;
float3 Lighting = float(0.0).xxx;
#if LIGHMAP == 0
// Summation of diffuse illumination from all local lights
Lighting = DoPBRLights(g_EyePos.xyz, vWorldNormal, worldPos, baseColor, i.lightAtten, lightmapTexel, metallicMap, roughnessMap);
#endif
float3 IBL = DoIBL(g_EyePos.xyz, vWorldNormal, worldPos, screenUV, baseColor.rgb, metallicMap, roughnessMap, lightmapTexel);
#if FLASHLIGHT
float3 Flashlight = DoFlashlight(vWorldNormal, worldPos, i.projPos.xy / i.projPos.w, baseColor.rgb, metallicMap, roughnessMap);
#endif
float3 result = (
#if FLASHLIGHT
Flashlight);
#else
Lighting + IBL * AOSample) + EmissiveSample;
#endif
float alpha = baseColor.a * g_DiffuseModulation.a;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
alpha = fogFactor;
#endif
#if LIGHT_PREVIEW == 1
result = DoPBRLight(worldPos, vWorldNormal, baseColor, g_EyePos.xyz, 1.0f.xxx, g_EyePos.xyz, 5.0f, metallicMap, roughnessMap);
bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
return FinalOutput( float4( result, alpha), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z );
#elif LIGHT_PREVIEW == 2
LPREVIEW_PS_OUT Output;
Output.color = float4( baseColor.xyz,alpha );
Output.normal = float4( vWorldNormal,alpha );
Output.position = float4( worldPos, alpha );
Output.flags = float4( 1.0f - metallicMap, roughnessMap, 1, alpha );
return FinalOutput( Output, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
#else
PS_OUTPUT output = (PS_OUTPUT) 0;
bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
output.MainOut = FinalOutput(float4(result, alpha), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z);
#if !FLASHLIGHT
output.Normal = float4(vWorldNormal.xyz, i.projPos.z / i.projPos.w);
output.MRAO = float4(metallicMap, roughnessMap, AOSample, 0.0f);
output.Albedo = float4(baseColor.xyz, 1.0f);
#endif
return output;
#endif
}