project-aster/samples/03_model_render/shader/model.ps.hlsl

258 lines
8.7 KiB
HLSL

#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 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 = 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;
return NdotL * Radiance * ((K_Diffuse * Albedo / PI) + Specular);
}
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); // TODO: Get rid
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 * Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
Contrib += GetPBRContrib(Albedo, LightColor, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, LightDistance);
}
return Contrib;
}
float3 GetDirectionalLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
{
if (PushConstant.LightHandle == INVALID_HANDLE)
return 0.0f.xxx;
uint Count = IndexerCount(PushConstant.DirectionalLightIndexer);
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); // TODO: Get rid
float3 Contrib = 0.0f;
for (uint i = 0; i < Count; ++i)
{
DirectionalLight Light = DirectionalLightBuffer[PushConstant.LightHandle][i];
if (Light.Validity_ < 0.0f)
continue;
float3 LightDir = -normalize(float3(Light.Direction));
// Color Unpack
float R = (Light.Color & 0xFF000000) >> 24;
float G = (Light.Color & 0x00FF0000) >> 16;
float B = (Light.Color & 0x0000FF00) >> 8;
float3 LightColor = LightAmp * Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
Contrib += GetPBRContrib(Albedo, LightColor, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, 1.0f);
}
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;
}