Blaze/Blaze/Assets/Shaders/Mesh.slang

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import Bindless;
import Material;
import PBR;
struct VertexOut {
float4 worldPosition : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float4 vertexColor0 : COLOR0;
float4 outPosition : SV_Position;
};
struct CameraData {
float4x4 view;
float4x4 proj;
float4 position;
};
struct DirectionalLight {
float3 direction;
float _padding0;
float3 color;
float _padding1;
};
struct LightData {
PointLight* pointLights;
DirectionalLight* dirLights;
uint pointLightCount;
uint dirLightCount;
PointLight getPointLight(uint idx) {
if (idx >= pointLightCount) return pointLights[0];
return pointLights[idx];
}
DirectionalLight getDirectionalLight(uint idx) {
if (idx >= dirLightCount) return dirLights[0];
return dirLights[idx];
}
};
struct PerFrameData {
CameraData camera;
LightData lightData;
};
uniform ParameterBlock<PerFrameData> pfd;
struct PerInstanceData {
float4x4 transform;
float4x4 invTransform;
Material material;
}
[[vk::push_constant]]
uniform ConstantBuffer<PerInstanceData> pcb;
[shader("vertex")]
VertexOut VertexMain(
uint vertexId: SV_VertexID,
float3 position,
float3 normal,
float4 tangent,
float2 texCoord0,
float2 texCoord1,
float4 vertexColor0,
) {
float4 worldPosition = mul(pcb.transform, float4(position, 1.0f));
VertexOut output;
output.outPosition = mul(pfd.camera.proj, mul(pfd.camera.view, worldPosition));
output.worldPosition = worldPosition;
output.normal = normalize(mul(float4(normal.xyz, 0.0f), pcb.invTransform).xyz);
if (tangent.w == 0.0f) {
output.tangent = 0.0f.xxxx;
} else {
output.tangent = float4(normalize(mul(float4(tangent.xyz, 0.0f), pcb.invTransform).xyz), tangent.w);
}
output.texCoord0 = texCoord0;
output.texCoord1 = texCoord1;
output.vertexColor0 = vertexColor0;
return output;
}
float TrowbridgeReitzGGX(float3 Normal, float3 Halfway, float Roughness)
{
float Coeff = Roughness * Roughness;
float Alpha2 = Coeff * Coeff;
float NdotH = max(dot(Normal, Halfway), 0.0f);
float NdotH2 = NdotH * NdotH;
float Numerator = Alpha2;
float Denominator = NdotH2 * (Alpha2 - 1.0f) + 1.0f;
Denominator = PI * Denominator * Denominator;
return Numerator / Denominator;
}
float GeometrySchlickGGX(float NdotV, float Roughness)
{
float R = Roughness + 1.0f;
float K = (R * R) / 8.0f;
float Numerator = NdotV;
float Denominator = NdotV * (1.0f - K) + K;
return Numerator / Denominator;
}
float GeometrySmith(float NdotV, float NdotL, float Roughness)
{
float GGX1 = GeometrySchlickGGX(NdotV, Roughness);
float GGX2 = GeometrySchlickGGX(NdotL, Roughness);
return GGX1 * GGX2;
}
// https://en.wikipedia.org/wiki/Schlick%27s_approximation
float3 FresnelSchlick(float cosine, float3 F_0)
{
return F_0 + (1.0f - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
// Sebastian Lagarde
float3 FresnelSchlickRoughness(float cosine, float3 F_0, float Roughness)
{
return F_0 + (max((1.0f - Roughness).xxx, F_0) - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 Normal, float Metallic, float Roughness, float3 F_0, float3 LightDir, float LightDistance)
{
float Attenuation = 1.0f / (LightDistance * LightDistance); // TODO: Controlled Attenuation
float3 Halfway = normalize(ViewDir + LightDir);
float CosineFactor = max(dot(Halfway, ViewDir), 0.0f);
float NdotV = max(dot(Normal, ViewDir), 0.0f);
float NdotL = max(dot(Normal, LightDir), 0.0f);
float3 Radiance = LightColor * Attenuation;
float NormalDistribution = TrowbridgeReitzGGX(Normal, Halfway, Roughness);
float Geometry = GeometrySmith(NdotV, NdotL, Roughness);
float3 Fresnel = FresnelSchlickRoughness(CosineFactor, F_0, Roughness);
float3 Numerator = (NormalDistribution * Geometry) * Fresnel;
float Denominator = 4.0f * NdotV * NdotL;
float3 Specular = Numerator / (Denominator + 0.00001f);
float3 K_Specular = Fresnel;
float3 K_Diffuse = 1.0f.xxx - K_Specular;
K_Diffuse *= 1.0f - Metallic;
return NdotL * Radiance * (K_Diffuse * Albedo / PI + Specular);
}
float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
{
if (pfd.lightData.pointLightCount == 0)
return 0.0f.xxx;
float3 ViewDir = normalize(pfd.camera.position.xyz - Position);
float Metallic = MetalRough.r;
float Roughness = MetalRough.g;
// Dielectric F_0 based on LearnOpenGL.
// TODO: Cite
float3 F_0 = 0.04f.xxx;
F_0 = lerp(F_0, Albedo, Metallic);
float3 Contrib = 0.0f;
for (uint i = 0; i < pfd.lightData.pointLightCount; ++i)
{
PointLight Light = pfd.lightData.pointLights[i];
if (Light.range < 0.0f)
continue;
float3 LightDir = float3(Light.position) - Position;
float LightDistance = length(LightDir);
if (LightDistance > Light.range)
continue;
LightDir /= LightDistance; // Normalization
// Color Unpack
//float R = (Light.Color & 0xFF000000) >> 24;
//float G = (Light.Color & 0x00FF0000) >> 16;
//float B = (Light.Color & 0x0000FF00) >> 8;
//float3 LightColor = Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
Contrib += GetPBRContrib(Albedo, Light.color, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, LightDistance);
}
return Contrib;
}
[shader("fragment")]
float4 FragmentMain(
float4 position : POSITION,
float3 normal : NORMAL,
float4 tangent : TANGENT,
float2 texCoord0 : TEXCOORD0,
float2 texCoord1 : TEXCOORD1,
float4 vertexColor0 : COLOR0,
) : SV_Target0 {
float3 N = pcb.material.getNormal(position.xyz, normal.xyz, tangent, texCoord0);
float2 metalRough = pcb.material.getMetalRough(texCoord0);
let albedo = pcb.material.getAlbedo(texCoord0, vertexColor0);
let viewDir = normalize(position.xyz - pfd.camera.position.xyz);
//float3 f_0 = 0.04f.xxx;
//f_0 = lerp(f_0, albedo.rgb, metalRough.x);
//float3 contrib = 0.0f.xxx;
//for (uint i = 0; i < pfd.lightData.pointLightCount; ++i) {
// PointLight pointlight = pfd.lightData.pointLights[i];
// contrib += pointlight.getInfluence(albedo.rgb, metalRough, viewDir, position.xyz, N, f_0);
//}
let contrib = GetPointLightInfluence(albedo.rgb, metalRough, position.xyz, N);
return float4(pcb.material.getEmissive(texCoord0) + contrib, 1.0f);
}