Separated Assets to Resources (Engine assets) and Assets (Project specific)

+ AssetHierarchy: Exposed RootNode
+ ContentBrowserWindow: Fixed Empty Folder not being Leaf-Node
+ TreeNode: Added IsParentOf, IsChildOf and IsInSubtree.
    + Fixed InternalDeleteTreeAndChildren for null trees
This commit is contained in:
Simon Lübeß
2023-07-30 20:30:06 +02:00
parent 20dae92be7
commit c1a87ed946
85 changed files with 413 additions and 240 deletions
+52
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@@ -0,0 +1,52 @@
//=================================================================================================
//
// Baking Lab
// by MJP and David Neubelt
// http://mynameismjp.wordpress.com/
//
// All code licensed under the MIT license
//
//=================================================================================================
// The code in this file was originally written by Stephen Hill (@self_shadow), who deserves all
// credit for coming up with this fit and implementing it. Buy him a beer next time you see him. :)
// Source: https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
static const float3x3 ACESInputMat =
{
{0.59719, 0.35458, 0.04823},
{0.07600, 0.90834, 0.01566},
{0.02840, 0.13383, 0.83777}
};
// ODT_SAT => XYZ => D60_2_D65 => sRGB
static const float3x3 ACESOutputMat =
{
{ 1.60475, -0.53108, -0.07367},
{-0.10208, 1.10813, -0.00605},
{-0.00327, -0.07276, 1.07602}
};
float3 RRTAndODTFit(float3 v)
{
float3 a = v * (v + 0.0245786f) - 0.000090537f;
float3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
float3 ACESFitted(float3 color)
{
color = mul(ACESInputMat, color);
// Apply RRT and ODT
color = RRTAndODTFit(color);
color = mul(ACESOutputMat, color);
// Clamp to [0, 1]
color = saturate(color);
return color;
}
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,16 @@
cbuffer Constants : register(b0)
{
uint ClearValue;
}
float4 VS(float2 input : POSITION) : SV_Position
{
return float4(input, 0.0f, 1.0f);
}
uint PS(float4 input : SV_Position) : SV_Target0
{
return ClearValue;
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,33 @@
Texture2D Texture : register(t0);
SamplerState TextureSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord);
return float4(pow(color.rgb, 1.0f / 2.2f), color.a);
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -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 */
}
@@ -0,0 +1,28 @@
#define PI 3.14159265358979323846f
/**
* Calculates the diffuse lighting of a lambertian surface
* @param diffuseColor (rho/ pi) * C_diffuse
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateDiffuseReflection(float3 diffuseColor, float3 illuminanceColor, float3 n_dot_l)
{
float3 directColor = illuminanceColor * saturate(n_dot_l);
return (directColor * diffuseColor);
}
/**
* Calculates the blinn-phong-specular reflection
* @param n The normalized surface normal
* @param h The normalized half way vector (nrm(l + v))
* @param alpha The reflections alpha-value
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateSpecularReflection(float3 n, float3 h, float alpha, float3 illuminanceColor, float n_dot_l)
{
float highlight = pow(saturate(dot(n, h)), alpha) * float(n_dot_l > 0.0);
return (illuminanceColor * highlight); // Todo: * SpecularColor
}
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
+78
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@@ -0,0 +1,78 @@
/*
* This File contains Function for PBR.
*/
#ifndef __PBR_HLSL__
#define __PBR_HLSL__
#include "ShaderHelpers.hlsl"
// #define PBR_IBL
/**
* Normal Distribution Function. (Trowbridge-Reits GGX)
* Calculates the relative surface area of microfacets exactly aligned to the halfway vector.
* @param normal The surface normal.
* @param halfway The halfway vector between the surface normal and the view direction.
* @param roughness Roughness value.
* @returns The relative surface area of microfacets exactly aligned to the halfway vector.
*/
float NormalDistributionGGX(float3 normal, float3 halfway, float roughness)
{
// Square roughness because it looks better
float a = roughness * roughness;
float aa = a * a;
float n_dot_h = max(dot(normal, halfway), 0.0f);
float denom = (n_dot_h * n_dot_h) * (aa - 1.0f) + 1.0f;
denom = PI * denom * denom;
return aa / denom;
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Schlick-Beckmann GGX).
* @param dot-product of normal vector and vector from surface to camera.
* @param k Roughness value.
*/
float GeometrySchlickGGX(float n_dot_v, float k)
{
return n_dot_v / (n_dot_v * (1 - k) + k);
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Smith)
* @param normal The surface normal.
* @param viewDir Vector from surface to viewer.
* @param lightDir Vector from surface to light source.
* @param roughness Roughness value.
*/
float GeometrySmith(float3 normal, float3 viewDir, float3 lightDir, float roughness)
{
#ifdef PBR_IBL
// IBL
float k = roughness * roughness / 2;
#else
// Direct lighting
float k = (roughness + 1.0f);
k = (k * k) / 8;
#endif
const float n_dot_v = max(dot(normal, viewDir), 0.0f);
float n_dot_l = max(dot(normal, lightDir), 0.0f);
return GeometrySchlickGGX(n_dot_v, k) * GeometrySchlickGGX(n_dot_l, k);
}
/**
* Calculates the fresnel value.
* @param n_dot_v Dot product of the normal and view direction
* @param F0 base reflectivity.
*/
float3 FresnelSchlick(float n_dot_v, float3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - n_dot_v, 0.0, 1.0), 5.0);
}
#endif // __PBR_HLSL__
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,111 @@
Texture2DArray Texture : register(t0);
SamplerState Sampler : register(s0);
Texture2DArray<int4> IntTexture : register(t1);
SamplerState IntSampler : register(s1);
Texture2DArray<uint4> UIntTexture : register(t2);
SamplerState UIntSampler : register(s2);
#define SWIZZLE_NONE 0
#define SWIZZLE_R 1
#define SWIZZLE_G 2
#define SWIZZLE_B 3
#define SWIZZLE_A 4
cbuffer Constants
{
float ColorOffset = 0.5;
float AlphaOffset = 0.0;
float ColorScale = 0.5;
float AlphaScale = 1.0;
float MipLevel = 0.0;
float ArraySlice = 0.0;
// 0: Float | 1: Int | 2: Uint
int Mode = 0;
int4 Swizzle = int4(SWIZZLE_R, SWIZZLE_G, SWIZZLE_B, SWIZZLE_A);
float2 Texels;
float4x4 WorldViewProjection;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(WorldViewProjection, float4(input.Position, 0.0f, 1.0f));
output.Texcoord = input.Texcoord;
return output;
}
void SwizzleColor(int swizzleMode, float4 colorToSwizzle, inout float output)
{
switch (swizzleMode)
{
case SWIZZLE_R:
output = colorToSwizzle.r;
break;
case SWIZZLE_G:
output = colorToSwizzle.g;
break;
case SWIZZLE_B:
output = colorToSwizzle.b;
break;
case SWIZZLE_A:
output = colorToSwizzle.a;
break;
default:
break;
}
}
float4 PS(PS_Input input) : SV_Target0
{
float4 outputColor;
if (Mode == 0)
{
//float4 color = Texture.SampleLevel(Sampler, float3(input.Texcoord, ArraySlice), MipLevel);
// Quasi next neighbor
float4 color = Texture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 1)
{
int4 color = IntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
else if (Mode == 2)
{
uint4 color = UIntTexture.Load(int4(input.Texcoord * Texels, ArraySlice, MipLevel));
outputColor = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
}
float4 swizzledOutput = float4(0, 0, 0, 1);
SwizzleColor(Swizzle.r, outputColor, swizzledOutput.r);
SwizzleColor(Swizzle.g, outputColor, swizzledOutput.g);
SwizzleColor(Swizzle.b, outputColor, swizzledOutput.b);
SwizzleColor(Swizzle.a, outputColor, swizzledOutput.a);
return swizzledOutput;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
@@ -0,0 +1,90 @@
#ifndef __SHADER_HELPERS_HLSL__
#define __SHADER_HELPERS_HLSL__
#define PI 3.14159265358979323846f
/*
* Calculates the weighted sum of two normal vectors.
* nrm1: The first normal vector
* nrm2: The second normal vector
* a: The weight factor for nrm1
* b: The weight factor for nrm2
*/
float3 BlendNormals(float3 nrm1, float3 nrm2, float a, float b)
{
return normalize(float3(a * nrm1.x / nrm1.z + b * nrm2.x / nrm2.z,
a * nrm1.y / nrm1.z + b * nrm2.y / nrm2.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float a)
{
return normalize(float3(a * nrm1.x / nrm1.z,
a * nrm1.y / nrm1.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float2 a)
{
return normalize(float3(a.x * nrm1.x / nrm1.z,
a.y * nrm1.y / nrm1.z,
1.0f));
}
/*
* Reconstructs the z-component of a normalized normal vector from a two-component value
* cnrm: The x- and y-components of a normalized normal vector
*/
float3 DecompressNormal(float2 cnrm)
{
return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
}
/*
* Reconstructs the tangent space from a normal and a tangent
* normal: The surface normal
* tangent: The surface tangent
* sigma: Defines the handedness of the tangent space matrix. 1.0 if it is right handend. -1.0 if it is left handed
*/
float3x3 ConstructTangentSpace(float3 normal, float3 tangent, float3 sigma)
{
float3 n = normalize(normal);
float3 t = normalize(tangent - n * dot(tangent, n));
float3 b = cross(n, t) * sigma;
return float3x3(t, b, n);
}
/**
* Calculates the luminance of an rgb-value.
* @param rgb The rgb color.
* @return The luminance of the given rgb color.
*/
float ColorToLuminance(float3 rgb)
{
return rgb.r * 0.212639 + rgb.g * 0.715169 + rgb.b * 0.072192;
}
/**
* Extrancts the handedness of the bitangent that is encoded in the z-component of the tangent.
* @param tangentz The z-component of the tangent with the handedness encoded.
* @return The handedness of the bitangent (bitangent = handedness * tangent x normal)
*/
float GetBitangentHandedness(float tangentz)
{
// handedness is in least significant bit of tangent.z
uint z = asuint(tangentz);
return (z & 1) > 0 ? 1.0 : -1.0;
}
#endif // __SHADER_HELPERS_HLSL__
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,39 @@
#include "ACES.hlsl"
Texture2D CameraTarget : register(t0);
SamplerState CameraTargetSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 rawColor = CameraTarget.Sample(CameraTargetSampler, input.TexCoord);
// float3 color = rawColor.rgb / (rawColor.rgb + 1.0f);
float3 color = ACESFitted(rawColor.rgb);
return float4(color, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,88 @@
#define EDITOR
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
float InnerRadius : TEXCOORD2;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
struct PS_Input
{
float4 Position : SV_Position;
float2 RawPos : TEXCOORD0;
float2 Texcoord : TEXCOORD1;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
float InnerRadius : TEXCOORD2;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.RawPos = input.Position;
output.Color = input.Color;
output.InnerRadius = input.InnerRadius;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
float2 uv = input.RawPos * 2;
float distance = 1.0f - length(uv);
// Smoothing edges based on derivative (not sure if RawPos is the best value for this)
float f = fwidth(input.RawPos.x) + fwidth(input.RawPos.y);
float amount = smoothstep(0.0f, f, distance);
amount *= smoothstep(input.InnerRadius + f, input.InnerRadius, distance);
// Discard invisible pixels
clip(amount - 0.5f);
output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
output.Color.a *= amount;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,31 @@
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
float4 Color;
};
struct VS_Input
{
float4 Position : POSITION;
};
struct PS_Input
{
float4 Position : SV_Position;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, input.Position);
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
return Color;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,61 @@
#define EDITOR
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float4 Position : POSITION;
float4 Color : COLOR;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
typedef struct PS_Input
{
float4 Position : SV_Position;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_Output;
VS_Output VS(VS_Input input)
{
VS_Output output;
output.Position = mul(ViewProjection, input.Position);
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_TARGET0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
@@ -0,0 +1,93 @@
Texture2D<float3> Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float2 UnitRange;
float screenPixelRange = 2;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
/*
in vec2 texCoord;
out vec4 color;
uniform sampler2D msdf;
uniform vec4 bgColor;
uniform vec4 fgColor;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
vec3 msd = texture(msdf, texCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange()*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
color = mix(bgColor, fgColor, opacity);
}
*/
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float ScreenPxRange(float2 texcoord)
{
float2 screenTexSize = 1.0f / fwidth(texcoord);
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
}
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
/*
// 2D
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPixelRange*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
*/
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,152 @@
#define OutputEntityId
#include "ShaderHelpers.hlsl"
#include "GlitchyEngine.hlsl"
Texture2D AlbedoTexture : register(t0);
SamplerState AlbedoSampler : register(s0);
Texture2D<float3> NormalTexture : register(t1);
SamplerState NormalSampler : register(s1);
Texture2D<float> MetallicTexture : register(t2);
SamplerState MetallicSampler : register(s2);
Texture2D<float> RoughnessTexture : register(t3);
SamplerState RoughnessSampler : register(s3);
Texture2D<float3> EmissiveTexture : register(t4);
SamplerState EmissiveSampler : register(s4);
// Texture2D<float> AmbientTexture : register(t5);
// SamplerState AmbientSampler : register(s5);
cbuffer MaterialConstants : register(b2)
{
#pragma EditorVariable[ Name = "AlbedoColor"; Preview = "Albedo Color"; Type="Color" ]
float4 AlbedoColor = float4(1.0, 1.0, 1.0, 1.0);
#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 = 0.0;
#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
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;
}
struct VS_IN
{
float3 Position : POSITION;
float3 Normal : NORMAL;
// Todo: Tangent.w... handedness
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
};
typedef struct PS_IN
{
float4 Position : SV_POSITION;
float3 WorldPosition : WORLDPOSITION;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
//nointerpolation float Handedness : HANDEDNESS;
#ifdef OutputEntityId
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_OUT;
VS_OUT VS(VS_IN input)
{
VS_OUT output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
output.WorldPosition = worldPosition.xyz / worldPosition.w;
output.Normal = mul(Transform_InvT, input.Normal);
output.Tangent = mul((float3x3)Transform, input.Tangent);
// TODO: output.Handedness = input.Tangent.w
output.TexCoord = input.TexCoord;
output.EntityId = EntityId;
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
//};
PS_OUT_Lit PS(PS_IN input)
{
// Build tangent space
float3 normal = normalize(input.Normal);
float3 tangent = normalize(input.Tangent - dot(input.Tangent, normal) * input.Normal);
// TODO: float3 bitangent = input.Handedness * cross(normal, tangent);
float3 bitangent = -cross(normal, tangent);
//float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
//tangentTransform = transpose(tangentTransform);
float4 texAlbedo = AlbedoTexture.Sample(AlbedoSampler, input.TexCoord);
float3 texNormal = NormalTexture.Sample(NormalSampler, input.TexCoord);
texNormal.xy = texNormal.xy * 2.0 - 1.0;
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);
float4 finalAlbedo = texAlbedo * AlbedoColor;
float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
float finalMetallic = texMetallic * MetallicFactor;
float finalRoughness = texRoughness * RoughnessFactor;
float3 finalEmissive = texEmissive * EmissiveColor;
/////////////TODO: REMOVEME
//worldNormal = max(worldNormal - 10000000, normal);
//texAlbedo = max(texAlbedo - 10000000, 1.0);
//texMetallic = max(texMetallic - 10000000, 0.0);
//texRoughness = max(texRoughness - 10000000, 0.1);
/////////////TODO: END_REMOVEME
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.Emissive = float4(finalEmissive, 0.0);
output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
#ifdef OutputEntityId
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,128 @@
#include "ShaderHelpers.hlsl"
#include "PBR.hlsl"
#define Render 0
#define Inspect_NormalDistribution 1
#define Inspect_GeometryFunction 2
#define Inspect_Fresnel 3
#define Inspect_Normal 4
#define OUTPUT Render
SamplerState Sampler : register(s0);
Texture2D GBuffer_Albedo : register(t0);
Texture2D GBuffer_Normal : register(t1);
Texture2D GBuffer_Tangent : register(t2);
Texture2D GBuffer_Position : register(t3);
Texture2D GBuffer_Emissive : register(t4);
Texture2D GBuffer_Material : register(t5);
cbuffer Constants
{
float3 CameraPos;
float2 Scaling;
}
cbuffer LightConstants
{
float3 LightColor;
float Illuminance;
float3 LightDir;
}
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord * Scaling;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
// Load Data from GBuffer
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 rawEmissive = GBuffer_Emissive.Sample(Sampler, input.TexCoord);
float4 rawMaterial = GBuffer_Material.Sample(Sampler, input.TexCoord);
// Extract data from GBuffer
float3 albedo = rawAlbedo.rgb;
//float3 surfaceNormal = normalize(rawNormal.xyz);
float3 worldPosition = rawPosition.xyz;
float metallic = rawMaterial.r;
float roughness = rawMaterial.g;
float3 textureNormal = DecompressNormal(rawNormal.rg);
float3 rawGeoNrm = float3(rawNormal.ba, rawTangent.r);
float3 rawGeoTan = rawTangent.gba;
// Reconstruct normal space
float3 normal = normalize(rawGeoNrm);
float3 tangent = normalize(rawGeoTan - dot(rawGeoTan, normal) * normal);
float3 bitangent = -cross(normal, tangent);
float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
float3 surfaceNormal = mul(textureNormal, tangentTransform);
float3 lightDir = normalize(LightDir);
float3 viewDir = normalize(CameraPos - worldPosition.xyz);
float3 halfway = normalize(lightDir + viewDir);
float n_dot_v = max(dot(surfaceNormal, viewDir), 0.0f);
float n_dot_h = max(dot(surfaceNormal, halfway), 0.0f);
float n_dot_l = max(dot(surfaceNormal, lightDir), 0.0f);
float nrmDist = NormalDistributionGGX(surfaceNormal, halfway, roughness);
float geo = GeometrySmith(surfaceNormal, viewDir, lightDir, roughness);
float3 F0 = 0.04f;
F0 = lerp(F0, albedo, metallic);
float3 fresnel = FresnelSchlick(n_dot_h, F0);
float3 ks = fresnel;
float3 kd = 1.0f - ks;
// Metals have no diffuse light
kd *= 1.0f - metallic;
float3 diffuse = albedo / PI;
float3 specular = (nrmDist * fresnel * geo) / max(4 * n_dot_v * n_dot_l, 0.0001f);
float3 luminanceColor = LightColor * Illuminance;
float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l + rawEmissive;
#if OUTPUT == Inspect_NormalDistribution
final = max(final - 10000000, nrmDist.xxx);
#elif OUTPUT == Inspect_GeometryFunction
final = max(final - 10000000, geo.xxx);
#elif OUTPUT == Inspect_Fresnel
final = max(final - 10000000, fresnel);
#elif OUTPUT == Inspect_Normal
final = max(final - 10000000, surfaceNormal / 2 + 0.5f);
#endif
return float4(final, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,74 @@
#define EDITOR
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
// Premultiply Alpha
output.Color.rgb *= output.Color.a;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
clip(output.Color.a - 0.001f);
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,52 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float ColorOffset = 0.5f;
float AlphaOffset = 0.0f;
float ColorScale = 0.5f;
float AlphaScale = 1.0f;
float2 TextureSizeInPixels;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
float4 color = Texture.Sample(Sampler, input.Texcoord);
float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
return final;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}