#include "Defines.hlsli" #include "Helpers.hlsli" #include "Lights.hlsli" #define MAX_LIGHTS 128 cbuffer ExternalData : register(b0) { float3 cameraPosition; int hasNormalMap; float2 offset; float2 scale; float3 ambient; float lightCount; float3 tint; int hasAlbedoMap; float3 emitAmount; int hasEmissiveMap; float alpha; float cutoff; float roughness; int hasSpecularMap; Light lights[MAX_LIGHTS]; } Texture2D Albedo : register(t0); Texture2D Specular : register(t1); Texture2D Normal : register(t2); Texture2D Emissive : register(t3); Texture2D RampDiffuse : register(t4); Texture2D RampSpecular : register(t5); SamplerState BasicSampler : register(s0); float GetRampDiffuse(float original) { if (original < 0.25f) return 0.0f; //if (original < 0.5f) return 0.5f; if (original < 0.75f) return 0.75f; return 1; } float GetRampSpecular(float original) { if (original < 0.6f) return 0.0f; return 1.0f; } float4 main(VertexToPixel input) : SV_TARGET { input.normal = normalize(input.normal); input.tangent = normalize(input.tangent); input.uv = input.uv * scale + offset; float3 view = getView(cameraPosition, input.worldPosition); float3 normal = input.normal; float3 surface = tint; float alphaValue = alpha; if (hasAlbedoMap) { float4 sampledAlbedo = Albedo.Sample(BasicSampler, input.uv); if (sampledAlbedo.a < cutoff) discard; float3 albedo = pow(sampledAlbedo.rgb, 2.2f); surface *= albedo.rgb; alphaValue *= sampledAlbedo.a; } if (hasNormalMap > 0) { float3 unpackedNormal = Normal.Sample(BasicSampler, input.uv).rgb * 2 - 1; float3 T = normalize(input.tangent - input.normal * dot(input.tangent, input.normal)); float3 B = cross(T, input.normal); float3x3 TBN = float3x3(T, B, input.normal); normal = mul(unpackedNormal, TBN); } float specularValue = 1; if (hasSpecularMap > 0) { specularValue = Specular.Sample(BasicSampler, input.uv).r; } float3 light = ambient * surface; for (int i = 0; i < lightCount; i++) { float3 toLight = float3(0, 0, 0); float attenuate = 1; switch (lights[i].Type) { case LIGHT_TYPE_DIRECTIONAL: toLight = normalize(lights[i].Direction); break; case LIGHT_TYPE_POINT: toLight = normalize(lights[i].Position - input.worldPosition); attenuate = getAttenuation(lights[i].Position, input.worldPosition, lights[i].Range); break; } float diffuse = GetRampDiffuse(getDiffuse(normal, toLight)); float specular = GetRampSpecular(calculateSpecular(normal, toLight, view, specularValue, diffuse) * roughness); light += (diffuse * surface.rgb + specular) * attenuate * lights[i].Intensity * lights[i].Color; } float3 emit = float3(1, 1, 1); if (hasEmissiveMap > 0) emit = Emissive.Sample(BasicSampler, input.uv).rgb; float4 rim = GetRampSpecular((1 - dot(view, input.normal)) * pow(light, 0.075f)); float3 final = float3(light + rim + (emit * emitAmount)); return float4(pow(final, 1.0f / 2.2f), alphaValue); }