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