#include "bindless_structs.hlsli" struct FS_Input { float4 InPosition : POSITION; float4 InNormal : NORMAL; float4 InColor : COLOR0; float2 InUV0 : TEXCOORD0; }; struct FS_Output { float4 ColorTarget : SV_Target0; }; float4 GetAlbedo(float2 UV, float4 InColor) { float4 AlbedoFactor = (float4) MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].AlbedoFactor; uint AlbedoTexId = MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].AlbedoTex; return AlbedoFactor * InColor * (AlbedoTexId != INVALID_HANDLE ? Textures[AlbedoTexId].Sample(ImmutableSamplers[AlbedoTexId], UV) : 1.0f.xxxx); } float3 GetEmissive(float2 UV) { float3 EmissionFactor = (float3) MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].EmissionFactor; uint EmissionTexId = MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].EmissionTex; return EmissionFactor * (EmissionTexId != INVALID_HANDLE ? Textures[EmissionTexId].Sample(ImmutableSamplers[EmissionTexId], UV).rgb : 1.0f.xxx); } float3 GetNormal(float3 Position, float3 Normal, float2 UV) { float3 N = normalize(Normal); uint NormalTexId = MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].NormalTex; if (NormalTexId == INVALID_HANDLE) { return N; } float3 TangentSpaceNormal = Textures[NormalTexId].Sample(ImmutableSamplers[NormalTexId], UV).xyz * 2.0f - 1.0f; float3 q1 = ddx(Position); float3 q2 = ddy(Position); float2 st1 = ddx(UV); float2 st2 = ddy(UV); float3 T = normalize(q1 * st2.y - q2 * st1.y).xyz; float3 B = -normalize(cross(N, T)); float3x3 TBN = float3x3(T, B, N); // Construction is Row by Row. return normalize(mul(TangentSpaceNormal, TBN)); // Post multiple to avoid transpose. } float2 GetMetalRough(float2 UV) { float2 MetalRoughFactors = float2(MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].MetalFactor, MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].RoughFactor); uint MetalRoughTexId = MaterialsBuffer[PushConstant.MaterialBufferHandle][PushConstant.MaterialIdx].MetalRoughTex; return MetalRoughFactors * (MetalRoughTexId != INVALID_HANDLE ? Textures[MetalRoughTexId].Sample(ImmutableSamplers[MetalRoughTexId], UV).bg : 1.0f.xx); // Metal is B, Rough is G. } 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. } float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal) { if (PushConstant.LightHandle == INVALID_HANDLE) return 0.0f.xxx; uint Offset = IndexerOffset(PushConstant.PointLightIndexer); uint Count = IndexerCount(PushConstant.PointLightIndexer); float3 ViewDir = normalize(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 LightAmp = float3(23.47f, 21.31f, 20.79f); float3 Contrib = 0.0f; for (uint i = 0; i < Count; ++i) { PointLight Light = PointLightBuffer[PushConstant.LightHandle][i + Offset]; 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 = LightAmp * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255 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 = FresnelSchlick(CosineFactor, F_0); float3 Numerator = (NormalDistribution * Geometry) * Fresnel; float Denominator = 4.0f * NdotV * NdotL; float3 Specular = Numerator / max(Denominator, 0.00001); float3 K_Specular = Fresnel; float3 K_Diffuse = 1.0f.xxx - K_Specular; K_Diffuse *= 1.0f - Metallic; Contrib += NdotL * Radiance * ((K_Diffuse * Albedo / PI) + Specular); } return Contrib; } float3 Uncharted2Tonemap(float3 color) { float A = 0.15f; float B = 0.50f; float C = 0.10f; float D = 0.20f; float E = 0.02f; float F = 0.30f; float W = 11.2f; return ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; } FS_Output main(FS_Input StageInput) { FS_Output Output; float3 Ambient = float3(0.02f, 0.02f, 0.02f); // TODO: This should be invalid on the CPU side. if (PushConstant.MaterialIdx < 0) { Output.ColorTarget = float4(1.0f, 0.0f, 1.0f, 1.0f); return Output; } float3 Position = StageInput.InPosition.xyz; float3 Normal = GetNormal(Position, StageInput.InNormal.xyz, StageInput.InUV0); float4 AlbedoAlpha = GetAlbedo(StageInput.InUV0, StageInput.InColor); float3 Albedo = AlbedoAlpha.rgb; float Alpha = AlbedoAlpha.a; float2 MetalRough = GetMetalRough(StageInput.InUV0); float3 Emission = GetEmissive(StageInput.InUV0); float3 Color = /*GetDirectionalLightInfluence(Albedo, MetalRough, Position, Normal) +*/ GetPointLightInfluence(Albedo, MetalRough, Position, Normal); Output.ColorTarget = float4(Uncharted2Tonemap(Color + Emission), Alpha); return Output; }