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// BSD license
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//
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//Copyright( c ) 2019, lena antler(猫のしもべ), less
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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//modification, are permitted provided that the following conditions are met :
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//
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//1. Redistributions of source code must retain the above copyright notice,
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//this list of conditions and the following disclaimer.
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//2. Redistributions in binary form must reproduce the above copyright notice,
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//this list of conditions and the following disclaimer in the documentation
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//and / or other materials provided with the distribution.
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//
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//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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//ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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//WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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//DISCLAIMED.IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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//ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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//( INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND
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//ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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//( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF THIS
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//SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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//The views and conclusions contained in the software and documentation are those
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//of the authors and should not be interpreted as representing official policies,
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//either expressed or implied, of the FreeBSD Project.
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//
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//------------------------------------------------------------------------------
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//
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// MMDモデル(pmd/pmx/x)を表示するためのシェーダー。だと思うヨ。
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//
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//------------------------------------------------------------------------------
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// 基本ルート署名定義
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//
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// t0:toonテクスチャ
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// t1:sphereテクスチャ
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// t2:材質テクスチャ
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// t3:追加テクスチャ1
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// t4:追加テクスチャ2
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// t5:追加テクスチャ3
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// t6:セルフ影マップ
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//
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// b0:wvp行列やライトなどのシーン属性
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// b1:マテリアル個別の属性
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//
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// s0:ANISOTROPIC/Wrapサンプラー。
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// s1:ANISOTROPIC/Clampサンプラー。
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// s2:MIN_MAG_MIP_LINEAR/Wrapサンプラー。
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// s3:MIN_MAG_MIP_LINEAR/Clampサンプラー。
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// s4:MIN_MAG_MIP_POINT/Wrapサンプラー。
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// s5:MIN_MAG_MIP_POINT/Clampサンプラー。
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// s6:COMPARISON ANISOTROPIC/Wrapサンプラー。
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// s7:COMPARISON ANISOTROPIC/Clampサンプラー。
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// s8:COMPARISON MIN_MAG_MIP_LINEAR/Wrapサンプラー。
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// s9:COMPARISON MIN_MAG_MIP_LINEAR/Clampサンプラー。
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// s10:COMPARISON MIN_MAG_MIP_POINT/Wrapサンプラー。
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// s11:COMPARISON MIN_MAG_MIP_POINT/Clampサンプラー。
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//------------------------------------------------------------------------------
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//
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//------------------------------------------------------------------------------
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// Shader behavior.
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//------------------------------------------------------------------------------
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//#define SOFTWARE_PCF 1
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#define SHADING_MODEL 1 // 1:MMD 2:Phong with Fresnel
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//#define BINALIZE_SHADOW_FILTER 0.25
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//#define LENEAR_WORKFLOW
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//------------------------------------------------------------------------------
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// シーン属性
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//------------------------------------------------------------------------------
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cbuffer cbScene : register(b0)
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{
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float4x4 g_wvp;
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float4x4 g_viewMatrix;
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float4x4 g_projectionMatrix;
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float4x4 g_viewProjectionMatrix;
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float3 g_cameraPos;
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float3 g_cameraCenter;
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float3 g_cameraUp;
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float3 g_cameraDirection;
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float g_fov;
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float4x4 g_lwvp;
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float4x4 g_groundShadowWvp;
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float4 g_groundShadowColor;
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float3 g_lightDirection;
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float3 g_lightColor;
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float g_lightRange;
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float g_near;
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float g_far;
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uint g_shadowBufferSize;
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};
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//------------------------------------------------------------------------------
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// マテリアル属性
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//------------------------------------------------------------------------------
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#define NND_SPHERE_DISABLED (0) // スフィア無効(排他)
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#define NND_SPHERE_MULTIPLICATION (1) // 加算スフィアが有効(排他)
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#define NND_SPHERE_ADDTION (2) // 乗算スフィアが有効(排他)
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cbuffer cbMaterial : register(b1)
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{
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float4 g_diffuse;
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float3 g_specular;
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float g_shininess;
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float3 g_ambient;
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uint g_uvCount;
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uint g_toonFileEnabled;
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uint g_sphereFlag;
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uint g_edgeEnabled;
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float g_edgeSize;
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float4 g_edgeColor;
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uint g_groundShadowEnabled;
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uint g_shadowCastEnabled;
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uint g_shadowRecvEnabled;
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uint g_doubleSided;
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};
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//------------------------------------------------------------------------------
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// Outer parameter.
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//------------------------------------------------------------------------------
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Texture2D g_toonTex : register(t0);
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Texture2D g_sphereTex : register(t1);
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Texture2D g_materialTex[4] : register(t2);
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Texture2D g_shadowTex : register(t6);
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Texture2D g_extraTex[4] : register(t7);
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SamplerState g_wrapAnisotropicSampler : register(s0);
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SamplerState g_clampAnisotropicSampler : register(s1);
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SamplerState g_wrapLinerSampler : register(s2);
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SamplerState g_clampLinerSampler : register(s3);
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SamplerState g_wrapPointSampler : register(s4);
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SamplerState g_clampPointSampler : register(s5);
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SamplerComparisonState g_wrapComparisonAnisotropicSampler : register(s6);
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SamplerComparisonState g_clampComparisonAnisotropicSampler : register(s7);
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SamplerComparisonState g_wrapComparisonLinerSampler : register(s8);
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SamplerComparisonState g_clampComparisonLinerSampler : register(s9);
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SamplerComparisonState g_wrapComparisonPointSampler : register(s10);
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SamplerComparisonState g_clampComparisonPointSampler : register(s11);
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struct VSInput
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{
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float3 position : NND_POSITION;
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float3 normal : NND_NORMAL;
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float2 uv[4] : NND_TEXCOORD;
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float edgeBias : NND_EDGEBIAS;
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};
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// カラーマップ用のWRAP-Sampler
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#define ColorTextureSampler g_wrapAnisotropicSampler
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// Toonマップ用のCLAMP-Sampler
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#define ToonTextureSampler g_clampAnisotropicSampler
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// Sphereマップ用のCLAMP-Sampler(分ける必要は無いかも知れないが一応分けておく)
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#define SphereTextureSampler g_clampAnisotropicSampler
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// シャドウマップ用のサンプラー
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#define ShadowMapTextureSampler g_clampLinerSampler
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#define SoftShadowMapTextureSampler g_clampComparisonLinerSampler
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// トゥーン度合いを調整する定数。小さいほど影が伸びてグラデーションが出る。
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// トゥーンテクスチャの解像度次第で影の出方が変わる。16以上は差が出ないと思われる。
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//
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// 3 MMDと同じ色合い
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#define ToonFactor 3
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static float3 lightDiffuse = float3(0.0f, 0.0f, 0.0f);
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static float3 lightAmbient = g_lightColor;
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static float3 lightSpecular = g_lightColor;
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static float4 materialDiffuseColor = g_diffuse;
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static float3 materialAmbientColor = g_diffuse.rgb;
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static float3 materialSpecularColor = g_specular;
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static float4 diffuseColor = materialDiffuseColor * float4(lightDiffuse, 1.0f);
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static float3 ambientColor = saturate( materialAmbientColor * g_lightColor + g_ambient );
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static float3 specularColor = materialSpecularColor * g_lightColor;
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static float shadowTexStemp = 1.0f / g_shadowBufferSize;
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//------------------------------------------------------------------------------
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// Functions.
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//------------------------------------------------------------------------------
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// Texture sample for linearize workflow.
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float4 SampleColorTexture(Texture2D textureObject, SamplerState state, float2 uv)
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{
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#ifdef LENEAR_WORKFLOW
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return pow(textureObject.Sample(state, uv), 2.2f);
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#else
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return textureObject.Sample(state, uv);
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#endif
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}
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// Linearize color.
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float3 Linearize(float3 color)
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{
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#ifdef LENEAR_WORKFLOW
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return pow(color, 2.2f);
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#else
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return color;
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#endif
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}
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// Unlinearize color.
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float3 Unlinearize(float3 color)
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{
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#ifdef LENEAR_WORKFLOW
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return pow(color, 0.454545f);
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#else
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return color;
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#endif
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}
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//------------------------------------------------------------------------------
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// マテリアル描画用
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//------------------------------------------------------------------------------
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struct PSInput
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{
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float2 sphereUv : TEXCOORD2;
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float3 view : TEXCOORD3;
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float4 zCalcTex : TEXCOORD4;
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float4 color : COLOR0;
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float3 shadowColor : COLOR1;
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};
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PSInput VSMain( VSInput input )
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{
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PSInput result;
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result.position = mul( float4(input.position, 1.0f), g_wvp );
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//result.position = mul( float4(input.position, 1.0f), g_groundShadowWvp );
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result.normal = normalize( input.normal );
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// For normal offset shadows.
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result.zCalcTex = mul( float4(input.position + result.normal * g_lightRange / 1000, 1.0f), g_lwvp );
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result.view = g_cameraPos - input.position;
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result.color.rgb = Linearize(ambientColor);
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result.shadowColor = result.color.rgb;
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float3 diffuse = Linearize(diffuseColor.rgb);
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if ( g_toonFileEnabled == 1 ) {
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result.color.rgb += max( 0.0f, dot( input.normal, -g_lightDirection ) ) * diffuse;
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}
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result.color.a = diffuseColor.a;
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result.color.rgb = saturate( result.color.rgb );
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result.uv = input.uv[0];
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result.sphereUv = float2(0.0f, 0.0f);
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if ( g_sphereFlag != NND_SPHERE_DISABLED ) {
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float2 normalWv = mul( result.normal, (float3x3)g_viewMatrix ).xy;
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result.sphereUv = normalWv * float2(0.5f, -0.5f) + 0.5f;
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}
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return result;
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}
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float4 PSMain( PSInput input ) : SV_TARGET
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{
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//return float4(0.5f + 0.5f * input.normal, 1.0f );
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//return float4(input.normal, 1.0 );
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// For now, let's normalize values we don't know is normalized.
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float3 normal = normalize( input.normal );
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float3 light = -g_lightDirection;
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float3 view = normalize( input.view );
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// ------------------------------------------------------------
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// Material color.
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// ------------------------------------------------------------
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// Specular color.
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float3 tempSpecularColor = Linearize(specularColor);
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float3 halfVec = normalize( view + light );
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float3 specular = pow( max( 0.0f, dot( halfVec, normal ) ), g_shininess ) * tempSpecularColor;
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float ndotlFull = dot( normal, light );
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float ndotv = clamp(dot( normal, view ), 0.0f, 1.0f);
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float ndotl = clamp(ndotlFull, 0.0f, 1.0f);
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// Base color.
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float4 color = input.color;
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float3 shadowColor = input.shadowColor;
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// Texture mapping.
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[branch]
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if ( 0 < g_uvCount ) {
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float4 texColor = SampleColorTexture(g_materialTex[0], ColorTextureSampler, input.uv);
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color *= texColor;
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shadowColor *= texColor.rgb;
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}
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// Sphere mapping.
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[branch]
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if ( g_sphereFlag != NND_SPHERE_DISABLED ) {
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float4 sphereTexColor = SampleColorTexture(g_sphereTex, SphereTextureSampler, input.sphereUv);
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[branch]
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if ( g_sphereFlag == NND_SPHERE_ADDTION ) {
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color.rgb += sphereTexColor.rgb;
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shadowColor += sphereTexColor.rgb;
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}
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else {
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color.rgb *= sphereTexColor.rgb;
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shadowColor *= sphereTexColor.rgb;
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}
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color.a *= sphereTexColor.a;
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}
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// Add specular.
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// Specular appears only light side.
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color.rgb += specular;
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// ------------------------------------------------------------
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// Self shadowing.
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// ------------------------------------------------------------
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float3 comp = 1.0f;
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[branch]
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if (g_shadowRecvEnabled == 1) {
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float depth = input.zCalcTex.z / input.zCalcTex.w;
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float2 texCoord;
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texCoord.x = (1.0f + input.zCalcTex.x / input.zCalcTex.w) * 0.5f;
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texCoord.y = (1.0f - input.zCalcTex.y / input.zCalcTex.w) * 0.5f;
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[branch]
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if ( any( saturate( texCoord ) != texCoord ) ) {
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// Out of shadow map square.
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} else {
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comp = 0.0f;
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float bias = 0.005f * clamp(tan(acos(ndotl)), 0.0f, 0.01f);
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#ifdef SOFTWARE_PCF
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[loop]
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for (int loopY = -SOFTWARE_PCF; loopY <= SOFTWARE_PCF; ++loopY) {
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[loop]
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for (int loopX = -SOFTWARE_PCF; loopX <= SOFTWARE_PCF; ++loopX) {
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comp += g_shadowTex.SampleCmpLevelZero(SoftShadowMapTextureSampler, float2(loopX, loopY) * shadowTexStemp + texCoord, depth);
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}
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}
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comp /= (SOFTWARE_PCF * 2 + 1) * (SOFTWARE_PCF * 2 + 1);
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#else
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comp += g_shadowTex.SampleCmpLevelZero(SoftShadowMapTextureSampler, texCoord, depth);
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// comp += g_shadowTex.SampleCmpLevelZero(SoftShadowMapTextureSampler, texCoord, depth);
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#endif
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}
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comp = clamp(comp, 0.0f, 1.0f);
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// ------------------------------------------------------------
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// Toon(lut) mapping.
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// ------------------------------------------------------------
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[branch]
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if ( g_toonFileEnabled == 1 ) {
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float4 ToonTex = SampleColorTexture(g_toonTex, ToonTextureSampler, float2(0.0f, 1.0f));
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#if SHADING_MODEL == 1
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comp = min(saturate(ndotl * ToonFactor), comp);
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#else
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// Without toon mapping.
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comp = (1.0f - ndotv) * tempSpecularColor + ndotl * comp;
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#endif
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color.a *= ToonTex.a;
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shadowColor.rgb *= ToonTex.rgb;
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}
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} else {
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// No shadow receiver material.
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float4 ToonTex = 1.0f;
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[branch]
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if ( g_toonFileEnabled == 1 ) {
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#if SHADING_MODEL == 1
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// Toon without self-shadowing material method.
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ToonTex = SampleColorTexture(g_toonTex, ToonTextureSampler, float2(0.0f, 0.5f - ndotlFull * 0.5f));
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color *= ToonTex;
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#else
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comp = (1.0f - ndotv) * tempSpecularColor + ndotl;
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ToonTex = SampleColorTexture(g_toonTex, ToonTextureSampler, float2(0.0f, 1.0f));
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color.a *= ToonTex.a;
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#endif
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shadowColor.rgb *= ToonTex.rgb;
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}
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}
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comp = saturate(comp);
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#ifdef BINALIZE_SHADOW_FILTER
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comp = step(BINALIZE_SHADOW_FILTER, comp);
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#endif
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[branch]
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if (color.a == 0) discard;
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//return float4(Unlinearize(comp), color.a);
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color.rgb = lerp(shadowColor, color.rgb, comp);
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color.rgb = Unlinearize(color.rgb);
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return color;
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}
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//------------------------------------------------------------------------------
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// エッジ描画用
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//------------------------------------------------------------------------------
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struct PSEdgeInput
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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};
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PSEdgeInput VSEdgeMain( VSInput input )
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{
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PSEdgeInput result;
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float3 eye = g_cameraPos - input.position;
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//float distance = length( eye ) / (g_far - g_near);
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float distance = length( eye ) / 1000;
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float3 tempNormal = mul( normalize( float3(input.normal.xy, 0) ), (float3x3)g_wvp );
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float edgeWeigt = 5.0f * g_edgeSize * input.edgeBias * distance * (degrees( g_fov ) / 180);
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float3 pos = input.position + input.normal * edgeWeigt;
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result.position = mul( float4(pos, 1.0f), g_wvp );
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result.color = g_edgeColor;
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return result;
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}
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float4 PSEdgeMain( PSEdgeInput input ) : SV_TARGET
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{
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//return float4(0.0f, 0.0f, 0.0f, 0.0f);
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return input.color;
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}
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//------------------------------------------------------------------------------
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// セルフ影描画用
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//------------------------------------------------------------------------------
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struct PSShadowInput
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{
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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float alpha : COLOR;
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};
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PSShadowInput VSShadowMain( VSInput input )
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{
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PSShadowInput result;
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result.position = mul( float4(input.position, 1.0f), g_lwvp );
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result.alpha = diffuseColor.a;
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result.uv = input.uv[0];
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return result;
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}
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float4 PSShadowMain( PSShadowInput input ) : SV_TARGET
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{
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if (g_shadowCastEnabled == 0) {
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discard;
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}
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[branch]
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if ( 0 < g_uvCount ) {
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float alpha = input.alpha * g_materialTex[0].Sample( ColorTextureSampler, input.uv ).a;
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clip(alpha < 0.1f ? -1 : 1);
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}
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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//------------------------------------------------------------------------------
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// 地面影描画用
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//------------------------------------------------------------------------------
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struct PSGroundShadowInput
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{
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float4 position : SV_POSITION;
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};
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PSGroundShadowInput VSGroundShadowMain( VSInput input )
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{
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PSGroundShadowInput result;
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result.position = mul( float4(input.position, 1.0f), g_groundShadowWvp );
|
|
return result;
|
|
}
|
|
|
|
float4 PSGroundShadowMain( PSGroundShadowInput input ) : SV_TARGET
|
|
{
|
|
[branch]
|
|
if ( g_groundShadowEnabled == 0 ) {
|
|
discard;
|
|
}
|
|
return float4(g_groundShadowColor.rgb, 1.0f);
|
|
}
|