#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; float roughness; int hasSpecularMap; Light lights[MAX_LIGHTS]; } Texture2D Albedo : register(t0); Texture2D Specular : register(t1); Texture2D Normal : register(t2); SamplerState BasicSampler : register(s0); float RampDiffuse(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 RampSpecular(float original) { if (original < 0.95f) 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); 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); input.normal = mul(unpackedNormal, TBN); } float specularValue = 1; if (hasSpecularMap > 0) { specularValue = Specular.Sample(BasicSampler, input.uv).r; } float4 albedo = pow(Albedo.Sample(BasicSampler, input.uv).rgba, 2.2f); float3 surface = albedo.rgb * tint; 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 = RampDiffuse(getDiffuse(input.normal, toLight)); float specular = RampSpecular(calculateSpecular(input.normal, toLight, view, specularValue, diffuse) * roughness); light += (diffuse * surface.rgb + specular) * attenuate * lights[i].Intensity * lights[i].Color; } float3 final = float3(light/* + (emit * emitAmount)*/); return float4(pow(final, 1.0f / 2.2f), albedo.a); }