Support emissive materials

This commit is contained in:
Simon Lübeß
2023-06-28 19:33:39 +02:00
parent 334c2c0366
commit b31d43820a
9 changed files with 194 additions and 79 deletions
@@ -0,0 +1,59 @@
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
cbuffer SceneConstants : register(b0)
{
float4x4 ViewProjection;
}
#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
cbuffer ObjectConstants : register(b1)
{
float4x4 Transform;
/**
* \brief Inverted and transposed transform matrix.
* \remarks This matrix is used in order to correctly transform normal vectors.
*/
float4x3 Transform_InvT;
#ifdef OutputEntityId
uint EntityId;
#endif
}
/**
* \brief Pixel Shader output for lit surfaces.
*/
struct PS_OUT_Lit
{
/** RGB: Albedo A: Transparency */
float4 Albedo : SV_TARGET0;
/** RG: TextureNormal.XY | BA: GeoNrm.XY */
float4 Normal : SV_TARGET1;
/** R: GeoNrm.Z | GBA: GeoTan.XYZ */
float4 Tangent : SV_TARGET2;
/** RGB: world position XYZ | A: 1.0 */
float4 Position : SV_TARGET3;
/** RGB: emissive light and color | A: unused */
float4 Emissive : SV_TARGET4;
/** R: Metallicity | G: Roughness | B: Ambient | A: Unused */
float4 Material : SV_TARGET5;
#ifdef OutputEntityId
/** Needed for editor picking. Simply pass through the EntityId. */
uint EntityId : SV_TARGET6;
#endif
};
/**
* \brief Pixel Shader output for unlit surfaces.
*/
struct PS_OUT_Unlit
{
/** RGB: Color A: Transparency */
float4 Color : SV_TARGET0;
/** RGB: emissive light and color | A: unused */
float4 Emissive : SV_TARGET1;
/** RGB: world position XYZ | A: 1.0 */
float4 Position : SV_TARGET2;
#ifdef OutputEntityId
uint EntityId : SV_TARGET5;
#endif
};
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
+37 -44
View File
@@ -2,6 +2,8 @@
#include "ShaderHelpers.hlsl"
#include "GlitchyEngine.hlsl"
Texture2D AlbedoTexture : register(t0);
SamplerState AlbedoSampler : register(s0);
@@ -14,28 +16,11 @@ SamplerState MetallicSampler : register(s2);
Texture2D<float> RoughnessTexture : register(t3);
SamplerState RoughnessSampler : register(s3);
// Texture2D<float> AmbientTexture : register(t4);
// SamplerState AmbientSampler : register(s4);
Texture2D<float3> EmissiveTexture : register(t4);
SamplerState EmissiveSampler : register(s4);
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
cbuffer SceneConstants : register(b0)
{
float4x4 ViewProjection;
}
#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
cbuffer ObjectConstants : register(b1)
{
float4x4 Transform;
/**
* \brief Inverted and transposed transform matrix.
* \remarks This matrix is used in order to correctly transform normal vectors.
*/
float4x3 Transform_InvT;
#ifdef OutputEntityId
uint EntityId;
#endif
}
// Texture2D<float> AmbientTexture : register(t5);
// SamplerState AmbientSampler : register(s5);
cbuffer MaterialConstants : register(b2)
{
@@ -44,9 +29,12 @@ cbuffer MaterialConstants : register(b2)
#pragma EditorVariable[ Name = "NormalScaling"; Preview = "Normal Scaling" ]
float2 NormalScaling = float2(1.0, 1.0);
#pragma EditorVariable[ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f ]
float MetallicFactor = 1.0;
float MetallicFactor = 0.0;
#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
float RoughnessFactor = 1.0;
float RoughnessFactor = 0.6;
#pragma EditorVariable[ Name = "EmissiveColor"; Preview = "Emissive Factor"; Type="ColorHDR" ]
float3 EmissiveColor = float3(0.0, 0.0, 0.0);
// # pra gma Editor Variable[ Name = "AmbientFactor"; Preview = "Ambient Factor" ]
// float AmbientFactor = 1.0;
}
@@ -59,7 +47,7 @@ struct VS_IN
float2 TexCoord : TEXCOORD;
};
struct PS_IN
typedef struct PS_IN
{
float4 Position : SV_POSITION;
float3 WorldPosition : WORLDPOSITION;
@@ -70,11 +58,11 @@ struct PS_IN
#ifdef OutputEntityId
nointerpolation uint EntityId : ENTITYID;
#endif
};
} VS_OUT;
PS_IN VS(VS_IN input)
VS_OUT VS(VS_IN input)
{
PS_IN output;
VS_OUT output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
@@ -92,22 +80,22 @@ PS_IN VS(VS_IN input)
return output;
}
struct PS_OUT
{
float4 Albedo : SV_TARGET0;
// RG: TextureNormal.XY BA: GeoNrm.XY
float4 Normal : SV_TARGET1;
// R: GeoNrm.Z GBA: GeoTan.XYZ
float4 Tangent : SV_TARGET2;
float4 Position : SV_TARGET3;
// R: Metallicity G: Roughness B: Ambient
float4 Material : SV_TARGET4;
#ifdef OutputEntityId
uint EntityId : SV_TARGET5;
#endif
};
//struct PS_OUT
//{
// float4 Albedo : SV_TARGET0;
// // RG: TextureNormal.XY BA: GeoNrm.XY
// float4 Normal : SV_TARGET1;
// // R: GeoNrm.Z GBA: GeoTan.XYZ
// float4 Tangent : SV_TARGET2;
// float4 Position : SV_TARGET3;
// // R: Metallicity G: Roughness B: Ambient
// float4 Material : SV_TARGET4;
//#ifdef OutputEntityId
// uint EntityId : SV_TARGET5;
//#endif
//};
PS_OUT PS(PS_IN input)
PS_OUT_Lit PS(PS_IN input)
{
// Build tangent space
float3 normal = normalize(input.Normal);
@@ -124,6 +112,9 @@ PS_OUT PS(PS_IN input)
float texMetallic = MetallicTexture.Sample(MetallicSampler, input.TexCoord);
float texRoughness = RoughnessTexture.Sample(RoughnessSampler, input.TexCoord);
float3 texEmissive = EmissiveTexture.Sample(EmissiveSampler, input.TexCoord);
//float3 objectNormal = mul(tangentTransform, texNormal);
//float3 worldNormal = mul(objectNormal, (float3x3)Transform);
@@ -131,6 +122,7 @@ PS_OUT PS(PS_IN input)
float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
float finalMetallic = texMetallic * MetallicFactor;
float finalRoughness = texRoughness * RoughnessFactor;
float3 finalEmissive = texEmissive * EmissiveColor;
/////////////TODO: REMOVEME
@@ -141,12 +133,13 @@ PS_OUT PS(PS_IN input)
/////////////TODO: END_REMOVEME
PS_OUT output;
PS_OUT_Lit output;
output.Albedo = finalAlbedo;
//output.Normal = float4(objectNormal, 1.0);
output.Normal = float4(finalNormal.xy, normal.xy);
output.Tangent = float4(normal.z, tangent.xyz);
output.Position = float4(input.WorldPosition, 1.0);
output.Position = float4(input.WorldPosition, 1.0);
output.Emissive = float4(finalEmissive, 0.0);
output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
#ifdef OutputEntityId
@@ -15,7 +15,8 @@ Texture2D GBuffer_Albedo : register(t0);
Texture2D GBuffer_Normal : register(t1);
Texture2D GBuffer_Tangent : register(t2);
Texture2D GBuffer_Position : register(t3);
Texture2D GBuffer_Material : register(t4);
Texture2D GBuffer_Emissive : register(t4);
Texture2D GBuffer_Material : register(t5);
cbuffer Constants
{
@@ -58,7 +59,8 @@ float4 PS(PS_IN input) : SV_TARGET
float4 rawAlbedo = GBuffer_Albedo.Sample(Sampler, input.TexCoord);
float4 rawNormal = GBuffer_Normal.Sample(Sampler, input.TexCoord);
float4 rawTangent = GBuffer_Tangent.Sample(Sampler, input.TexCoord);
float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
float4 rawEmissive = GBuffer_Emissive.Sample(Sampler, input.TexCoord);
float4 rawMaterial = GBuffer_Material.Sample(Sampler, input.TexCoord);
// Extract data from GBuffer
@@ -108,7 +110,7 @@ float4 PS(PS_IN input) : SV_TARGET
float3 luminanceColor = LightColor * Illuminance;
float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l;
float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l + rawEmissive;
#if OUTPUT == Inspect_NormalDistribution
final = max(final - 10000000, nrmDist.xxx);