mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Support emissive materials
This commit is contained in:
@@ -0,0 +1,59 @@
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#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
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cbuffer SceneConstants : register(b0)
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{
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float4x4 ViewProjection;
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}
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#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
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cbuffer ObjectConstants : register(b1)
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{
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float4x4 Transform;
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/**
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* \brief Inverted and transposed transform matrix.
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* \remarks This matrix is used in order to correctly transform normal vectors.
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*/
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float4x3 Transform_InvT;
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#ifdef OutputEntityId
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uint EntityId;
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#endif
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}
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/**
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* \brief Pixel Shader output for lit surfaces.
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*/
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struct PS_OUT_Lit
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{
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/** RGB: Albedo A: Transparency */
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float4 Albedo : SV_TARGET0;
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/** RG: TextureNormal.XY | BA: GeoNrm.XY */
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float4 Normal : SV_TARGET1;
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/** R: GeoNrm.Z | GBA: GeoTan.XYZ */
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float4 Tangent : SV_TARGET2;
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/** RGB: world position XYZ | A: 1.0 */
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float4 Position : SV_TARGET3;
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/** RGB: emissive light and color | A: unused */
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float4 Emissive : SV_TARGET4;
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/** R: Metallicity | G: Roughness | B: Ambient | A: Unused */
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float4 Material : SV_TARGET5;
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#ifdef OutputEntityId
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/** Needed for editor picking. Simply pass through the EntityId. */
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uint EntityId : SV_TARGET6;
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#endif
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};
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/**
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* \brief Pixel Shader output for unlit surfaces.
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*/
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struct PS_OUT_Unlit
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{
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/** RGB: Color A: Transparency */
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float4 Color : SV_TARGET0;
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/** RGB: emissive light and color | A: unused */
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float4 Emissive : SV_TARGET1;
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/** RGB: world position XYZ | A: 1.0 */
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float4 Position : SV_TARGET2;
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#ifdef OutputEntityId
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uint EntityId : SV_TARGET5;
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#endif
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};
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@@ -0,0 +1,4 @@
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{
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AssetLoader = "EffectAssetLoader",
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Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
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}
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@@ -2,6 +2,8 @@
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#include "ShaderHelpers.hlsl"
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#include "GlitchyEngine.hlsl"
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Texture2D AlbedoTexture : register(t0);
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SamplerState AlbedoSampler : register(s0);
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@@ -14,28 +16,11 @@ SamplerState MetallicSampler : register(s2);
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Texture2D<float> RoughnessTexture : register(t3);
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SamplerState RoughnessSampler : register(s3);
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// Texture2D<float> AmbientTexture : register(t4);
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// SamplerState AmbientSampler : register(s4);
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Texture2D<float3> EmissiveTexture : register(t4);
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SamplerState EmissiveSampler : register(s4);
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#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
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cbuffer SceneConstants : register(b0)
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{
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float4x4 ViewProjection;
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}
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#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
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cbuffer ObjectConstants : register(b1)
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{
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float4x4 Transform;
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/**
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* \brief Inverted and transposed transform matrix.
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* \remarks This matrix is used in order to correctly transform normal vectors.
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*/
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float4x3 Transform_InvT;
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#ifdef OutputEntityId
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uint EntityId;
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#endif
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}
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// Texture2D<float> AmbientTexture : register(t5);
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// SamplerState AmbientSampler : register(s5);
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cbuffer MaterialConstants : register(b2)
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{
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@@ -44,9 +29,12 @@ cbuffer MaterialConstants : register(b2)
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#pragma EditorVariable[ Name = "NormalScaling"; Preview = "Normal Scaling" ]
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float2 NormalScaling = float2(1.0, 1.0);
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#pragma EditorVariable[ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f ]
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float MetallicFactor = 1.0;
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float MetallicFactor = 0.0;
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#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
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float RoughnessFactor = 1.0;
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float RoughnessFactor = 0.6;
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#pragma EditorVariable[ Name = "EmissiveColor"; Preview = "Emissive Factor"; Type="ColorHDR" ]
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float3 EmissiveColor = float3(0.0, 0.0, 0.0);
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// # pra gma Editor Variable[ Name = "AmbientFactor"; Preview = "Ambient Factor" ]
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// float AmbientFactor = 1.0;
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}
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@@ -59,7 +47,7 @@ struct VS_IN
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float2 TexCoord : TEXCOORD;
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};
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struct PS_IN
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typedef struct PS_IN
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{
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float4 Position : SV_POSITION;
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float3 WorldPosition : WORLDPOSITION;
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@@ -70,11 +58,11 @@ struct PS_IN
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#ifdef OutputEntityId
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nointerpolation uint EntityId : ENTITYID;
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#endif
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};
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} VS_OUT;
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PS_IN VS(VS_IN input)
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VS_OUT VS(VS_IN input)
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{
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PS_IN output;
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VS_OUT output;
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float4 worldPosition = mul(Transform, float4(input.Position, 1));
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@@ -92,22 +80,22 @@ PS_IN VS(VS_IN input)
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return output;
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}
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struct PS_OUT
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{
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float4 Albedo : SV_TARGET0;
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// RG: TextureNormal.XY BA: GeoNrm.XY
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float4 Normal : SV_TARGET1;
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// R: GeoNrm.Z GBA: GeoTan.XYZ
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float4 Tangent : SV_TARGET2;
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float4 Position : SV_TARGET3;
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// R: Metallicity G: Roughness B: Ambient
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float4 Material : SV_TARGET4;
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#ifdef OutputEntityId
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uint EntityId : SV_TARGET5;
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#endif
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};
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//struct PS_OUT
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//{
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// float4 Albedo : SV_TARGET0;
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// // RG: TextureNormal.XY BA: GeoNrm.XY
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// float4 Normal : SV_TARGET1;
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// // R: GeoNrm.Z GBA: GeoTan.XYZ
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// float4 Tangent : SV_TARGET2;
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// float4 Position : SV_TARGET3;
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// // R: Metallicity G: Roughness B: Ambient
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// float4 Material : SV_TARGET4;
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//#ifdef OutputEntityId
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// uint EntityId : SV_TARGET5;
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//#endif
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//};
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PS_OUT PS(PS_IN input)
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PS_OUT_Lit PS(PS_IN input)
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{
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// Build tangent space
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float3 normal = normalize(input.Normal);
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@@ -124,6 +112,9 @@ PS_OUT PS(PS_IN input)
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float texMetallic = MetallicTexture.Sample(MetallicSampler, input.TexCoord);
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float texRoughness = RoughnessTexture.Sample(RoughnessSampler, input.TexCoord);
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float3 texEmissive = EmissiveTexture.Sample(EmissiveSampler, input.TexCoord);
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//float3 objectNormal = mul(tangentTransform, texNormal);
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//float3 worldNormal = mul(objectNormal, (float3x3)Transform);
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@@ -131,6 +122,7 @@ PS_OUT PS(PS_IN input)
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float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
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float finalMetallic = texMetallic * MetallicFactor;
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float finalRoughness = texRoughness * RoughnessFactor;
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float3 finalEmissive = texEmissive * EmissiveColor;
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/////////////TODO: REMOVEME
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@@ -141,12 +133,13 @@ PS_OUT PS(PS_IN input)
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/////////////TODO: END_REMOVEME
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PS_OUT output;
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PS_OUT_Lit output;
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output.Albedo = finalAlbedo;
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//output.Normal = float4(objectNormal, 1.0);
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output.Normal = float4(finalNormal.xy, normal.xy);
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output.Tangent = float4(normal.z, tangent.xyz);
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output.Position = float4(input.WorldPosition, 1.0);
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output.Position = float4(input.WorldPosition, 1.0);
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output.Emissive = float4(finalEmissive, 0.0);
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output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
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#ifdef OutputEntityId
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@@ -15,7 +15,8 @@ Texture2D GBuffer_Albedo : register(t0);
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Texture2D GBuffer_Normal : register(t1);
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Texture2D GBuffer_Tangent : register(t2);
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Texture2D GBuffer_Position : register(t3);
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Texture2D GBuffer_Material : register(t4);
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Texture2D GBuffer_Emissive : register(t4);
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Texture2D GBuffer_Material : register(t5);
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cbuffer Constants
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{
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@@ -58,7 +59,8 @@ float4 PS(PS_IN input) : SV_TARGET
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float4 rawAlbedo = GBuffer_Albedo.Sample(Sampler, input.TexCoord);
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float4 rawNormal = GBuffer_Normal.Sample(Sampler, input.TexCoord);
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float4 rawTangent = GBuffer_Tangent.Sample(Sampler, input.TexCoord);
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float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
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float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
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float4 rawEmissive = GBuffer_Emissive.Sample(Sampler, input.TexCoord);
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float4 rawMaterial = GBuffer_Material.Sample(Sampler, input.TexCoord);
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// Extract data from GBuffer
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@@ -108,7 +110,7 @@ float4 PS(PS_IN input) : SV_TARGET
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float3 luminanceColor = LightColor * Illuminance;
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float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l;
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float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l + rawEmissive;
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#if OUTPUT == Inspect_NormalDistribution
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final = max(final - 10000000, nrmDist.xxx);
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@@ -4,7 +4,8 @@
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"AlbedoTexture": "Textures/TestMat/rustediron2_albedo.png",
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"NormalTexture": "Textures/TestMat/rustediron2_normal.png",
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"MetallicTexture": "Textures/TestMat/rustediron2_metallic.png",
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"RoughnessTexture": "Textures/TestMat/rustediron2_roughness.png"
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"RoughnessTexture": "Textures/TestMat/rustediron2_roughness.png",
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"EmissiveTexture": "Textures/rocket.png"
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],
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Variables = [
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"AlbedoColor": .ColorRGBA{
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@@ -26,6 +27,13 @@
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},
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"RoughnessFactor": .Float{
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Value = 1
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},
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"EmissiveColor": .ColorRGB{
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Value = {
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R = 1,
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G = 0,
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B = 0
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}
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}
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]
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}
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