sasalka/Assets/shaders/swb_sam_red_dot.shader
2025-05-28 20:21:58 +03:00

261 lines
10 KiB
GLSL

//=========================================================================================================================
// Optional
//=========================================================================================================================
HEADER
{
Description = "Glass Shader";
Version = 3;
}
//=========================================================================================================================
// Optional
//=========================================================================================================================
FEATURES
{
#include "common/features.hlsl"
Feature( F_RENDER_SIGHTS_ONLY, 0..1, "Glass");
}
//=========================================================================================================================
// Optional
//=========================================================================================================================
MODES
{
VrForward(); // Indicates this shader will be used for main rendering
ToolsVis( S_MODE_TOOLS_VIS ); // Ability to see in the editor
ToolsWireframe("vr_tools_wireframe.shader"); // Allows for mat_wireframe to work
ToolsShadingComplexity("tools_shading_complexity.shader"); // Shows how expensive drawing is in debug view
Depth( S_MODE_DEPTH );
}
//=========================================================================================================================
COMMON
{
#include "common/shared.hlsl"
}
//=========================================================================================================================
struct VertexInput
{
#include "common/vertexinput.hlsl"
};
//=========================================================================================================================
struct PixelInput
{
#include "common/pixelinput.hlsl"
};
//=========================================================================================================================
VS
{
#include "common/vertex.hlsl"
//
// Main
//
PixelInput MainVs(VS_INPUT i)
{
PixelInput o = ProcessVertex(i);
// Add your vertex manipulation functions here
return FinalizeVertex(o);
}
}
//=========================================================================================================================
PS
{
// Combos ----------------------------------------------------------------------------------------------
StaticCombo( S_MODE_DEPTH, 0..1, Sys(ALL) );
StaticCombo( S_RENDER_SIGHTS_ONLY, F_RENDER_SIGHTS_ONLY, Sys(ALL) );
DynamicCombo( D_MULTIVIEW_INSTANCING, 0..1, Sys(PC) );
// Transparency
#if (S_RENDER_SIGHTS_ONLY)
#define BLEND_MODE_ALREADY_SET
RenderState(BlendEnable, true);
RenderState(SrcBlend, SRC_ALPHA);
RenderState(DstBlend, INV_SRC_ALPHA);
#endif
// Attributes ------------------------------------------------------------------------------------------
#include "common/pixel.hlsl"
BoolAttribute(bWantsFBCopyTexture, !F_RENDER_SIGHTS_ONLY );
BoolAttribute(translucent, true);
CreateTexture2D( g_tFrameBufferCopyTexture ) < Attribute("FrameBufferCopyTexture"); SrgbRead( false ); Filter(MIN_MAG_MIP_LINEAR); AddressU( MIRROR ); AddressV( MIRROR ); > ;
CreateTexture2DMS( g_tSceneDepth ) < Attribute( "DepthBuffer" ); SrgbRead( false ); Filter( POINT ); AddressU( MIRROR ); AddressV( MIRROR ); >;
//
// Blur and Refraction Settings
//
float g_flBlurAmount < Default(0.0f); Range(0.0f, 1.0f); UiGroup("Glass,10/10"); > ;
float g_flRefractionStrength < Default(1.005); Range(1.0, 1.1); UiGroup("Glass,10/20"); > ;
float g_flIridescence < Default(600.0); Range(0.0f, 1000.0); UiGroup("Glass,10/30"); > ;
float g_flIridescenceScale < Default(1.0); Range(0.0f, 10.0); UiGroup("Glass,10/30"); > ;
float3 g_vSightLightColor < UiType( Color ); Default3(1.0, 1.0, 1.0); UiGroup("Glass,10/40"); > ;
float g_flSightDistanceScale < Default(1.0); Range(0.0, 20.0); UiGroup("Glass,10/50"); > ;
//
// Overlay layer
//
CreateInputTexture2D(RedDot, Srgb, 8, "", "_color", "Sight Dot,10/10", Default3(0.0, 0.0, 0.0));
CreateInputTexture2D(RedDot2, Srgb, 8, "", "_color", "Sight Dot,10/10", Default3(0.0, 0.0, 0.0));
CreateInputTexture2D(RedDot3, Srgb, 8, "", "_color", "Sight Dot,10/10", Default3(0.0, 0.0, 0.0));
CreateTexture2DWithoutSampler(g_tRedDot) < Channel(R, Box(RedDot), Linear); Channel(G, Box(RedDot2), Linear); Channel(B, Box(RedDot3), Linear); OutputFormat(BC7); SrgbRead(false); > ;
float3 GetIridescence(float3 vCameraDirWs, float3 vNormalWs, float k)
{
const float3 c1 = float3(3.54585104, 2.93225262, 2.41593945);
const float3 x1 = float3(0.69549072, 0.49228336, 0.27699880);
const float3 y1 = float3(0.02312639, 0.15225084, 0.52607955);
const float3 c2 = float3(3.90307140, 3.21182957, 3.96587128);
const float3 x2 = float3(0.11748627, 0.86755042, 0.66077860);
const float3 y2 = float3(0.84897130, 0.88445281, 0.73949448);
float3 color = 0;
float NDotV = dot(vNormalWs, vCameraDirWs);
[unroll]
for (int n = 1; n <= 8; n++) {
float wavelength = abs( NDotV ) * k / float(n);
float x = saturate( ( wavelength - 400.0f ) / 300.0f );
float3 col1 = saturate(1 - (c1 * (x - x1)) * (c1 * (x - x1)) - y1);
float3 col2 = saturate(1 - (c2 * (x - x2)) * (c2 * (x - x2)) - y2);
color += col1 + col2;
}
return color;
}
//
// Main
//
float4 MainPs(PixelInput i) : SV_Target0
{
Material m = Material::From(i);
// Shadows
#if S_MODE_DEPTH
{
float flOpacity = CalcBRDFReflectionFactor(dot(-i.vNormalWs.xyz, g_vCameraDirWs.xyz), m.Roughness, 0.04).x;
flOpacity = pow(flOpacity, 1.0f / 2.0f);
flOpacity = lerp(flOpacity, 0.75f, sqrt(m.Roughness)); // Glossiness
flOpacity = lerp(flOpacity, 1.0 - dot(-i.vNormalWs.xyz, g_vCameraDirWs.xyz), ( g_flRefractionStrength - 1.0f ) * 5.0f ); // Refraction
flOpacity = lerp(1.0f, flOpacity + 0.04f, length(m.Albedo)); // Albedo absorption
OpaqueFadeDepth(flOpacity, i.vPositionSs.xy);
return 1;
}
#endif
m.Metalness = 0; // Glass is always non-metallic
float3 vViewRayWs = normalize(i.vPositionWithOffsetWs.xyz);
float flNDotV = saturate(dot(-m.Normal, vViewRayWs));
float3 vEnvBRDF = CalcBRDFReflectionFactor(flNDotV, m.Roughness, 0.04);
float4 vDotColor;
{
float4 vRefractionColor = 0;
float flDepthPs = RemapValClamped( Tex2DMS( 1 - g_tSceneDepth, i.vPositionSs.xy, 0 ).r, g_flViewportMinZ, g_flViewportMaxZ, 0.0, 1.0);
float3 vRefractionWs = RecoverWorldPosFromProjectedDepthAndRay(flDepthPs, normalize(i.vPositionWithOffsetWs.xyz)) - g_vCameraPositionWs;
float flDistanceVs = distance(i.vPositionWithOffsetWs.xyz, vRefractionWs);
float3 vRefractRayWs = refract(vViewRayWs, m.Normal, 1.0 / g_flRefractionStrength);
float3 vRefractWorldPosWs = i.vPositionWithOffsetWs.xyz + vRefractRayWs * flDistanceVs;
float4 vPositionPs = Position4WsToPs(float4(vRefractWorldPosWs, 0));
float2 vPositionSs = vPositionPs.xy / vPositionPs.w;
vPositionSs = vPositionSs * 0.5 + 0.5;
vPositionSs.y = 1.0 - vPositionSs.y;
//
// Multiview
//
#if (D_MULTIVIEW_INSTANCING)
{
vPositionSs.x *= 0.5;
}
#endif
float flAmount;
float3 vAlbedoTint = m.Albedo;
vAlbedoTint += GetIridescence( vViewRayWs, m.Normal, g_flIridescence ) * g_flIridescenceScale * m.Albedo;
//
// Color and blur
//
{
flAmount = g_flBlurAmount * m.Roughness * (1.0 - (1.0 / flDistanceVs));
// Isotropic blur based on grazing angle
flAmount /= flNDotV;
const int nNumMips = 7;
float2 vUV = float2(vPositionSs) * g_vFrameBufferCopyInvSizeAndUvScale.zw;
vRefractionColor = Tex2DLevel(g_tFrameBufferCopyTexture, vUV, sqrt(flAmount) * nNumMips);
}
// Blend
{
m.Emission = lerp(vRefractionColor.xyz, 0.0f, vEnvBRDF);
m.Emission *= vAlbedoTint;
m.Albedo = 0;
}
// Sight dot
{
float3 vRedDotColor = g_vSightLightColor * 20.0f;
float3 vCameraToPosition = i.vPositionWithOffsetWs;
float3 vCameraDir = normalize( vCameraToPosition );
float flProjectDirOntoNormal = 1.0f / dot( vCameraDir, m.Normal );
float flProjectA = -g_flSightDistanceScale * flProjectDirOntoNormal ;
float flProjectDirOntoTangentU = dot( vCameraDir, i.vTangentUWs ) ;
float flProjectDirOntoTangentV = dot( vCameraDir, i.vTangentVWs ) ;
float2 vRedDotUV = saturate( i.vTextureCoords.xy + ( flProjectA * 0.5 ) * float2( flProjectDirOntoTangentU, flProjectDirOntoTangentV ) );
float2 vRedDotUV2 = saturate( i.vTextureCoords.xy + ( flProjectA * 1.1 ) * float2( flProjectDirOntoTangentU, flProjectDirOntoTangentV ) );
float2 vRedDotUV3 = saturate( i.vTextureCoords.xy + ( flProjectA * 1.2 ) * float2( flProjectDirOntoTangentU, flProjectDirOntoTangentV ) );
float flRedDot = Tex2DLevelS(g_tRedDot, TextureFiltering, vRedDotUV, sqrt(flAmount) * 7 ).r;
flRedDot += Tex2DLevelS(g_tRedDot, TextureFiltering, vRedDotUV2, sqrt(flAmount) * 7 ).g;
flRedDot += Tex2DLevelS(g_tRedDot, TextureFiltering, vRedDotUV3, sqrt(flAmount) * 7 ).b;
vDotColor = float4( flRedDot * vRedDotColor * vAlbedoTint, flRedDot );
m.Emission = lerp(m.Emission, vDotColor.rgb, vDotColor.a );
}
#if S_MODE_TOOLS_VIS
m.Albedo = m.Emission;
m.Emission = 0;
#endif
}
#if S_RENDER_SIGHTS_ONLY
return vDotColor;
#endif
return ShadingModelStandard::Shade(i, m);
}
}