e4s-sdk/gamedata/shaders/d3d11/metalic_roughness_base.hlsli
2026-06-17 23:06:51 +03:00

231 lines
5.7 KiB
HLSL

#ifndef metalic_roughness_base_h_ixray_included
#define metalic_roughness_base_h_ixray_included
#include "common.hlsli"
#define PI 3.141592653589793f
struct IXrayMaterial
{
float Metalness;
float Roughness;
float3 Normal;
float3 Point;
float4 Color;
float Depth;
float Hemi;
float Sun;
float SSS;
float AO;
float SnowMask;
};
struct IXrayGbufferPack
{
float4 Color : SV_Target0;
float4 Normal : SV_Target1;
float4 Material : SV_Target2;
float2 Velocity : SV_Target3;
};
struct IXrayGbuffer
{
float Metalness;
float Roughness;
float3 Normal;
float3 Color;
float3 F0;
float Depth;
float Hemi;
float3 Point;
float3 PointHud;
float3 PointReal;
float3 View;
float ViewDist;
float SSS;
float AO;
float SnowMask;
};
float2 PackNormalVector(float3 Vector) {
float PackedZ = 0.5f + 0.5f * Vector.z;
float Scale = rcp(dot(Vector.xy, Vector.xy));
return Vector.xy * sqrt(PackedZ * Scale);
}
float3 UnPackNormalVector(float2 Packed) {
float PackedZ = dot(Packed, Packed);
float3 Vector;
Vector.z = PackedZ * 2.0f - 1.0f;
Vector.xy = Packed * sqrt(1.0f - PackedZ) * 2.0f;
return Vector;
}
float2 NormalEncode(float3 Normal)
{
Normal *= rcp(abs(Normal.x) + abs(Normal.y) + abs(Normal.z));
float Shift = saturate(-Normal.z);
Normal.xy += Normal.xy > 0.0f ? Shift : -Shift;
return Normal.xy * 0.5f + 0.5f;
}
float3 NormalDecode(float2 InNormal)
{
InNormal = InNormal * 2.0f - 1.0f;
float3 Normal = float3(InNormal, 1.0f - abs(InNormal.x) - abs(InNormal.y));
float Shift = saturate(-Normal.z);
Normal.xy -= Normal.xy > 0.0f ? Shift : -Shift;
return normalize(Normal);
}
void GbufferPack(inout IXrayGbufferPack O, inout IXrayMaterial M)
{
O.Normal.xy = NormalEncode(M.Normal.xyz);
O.Normal.z = M.Roughness;
O.Normal.w = M.SnowMask;
O.Color.xyz = M.Color.xyz;
O.Color.w = M.SSS;
#ifdef USE_R2_STATIC_SUN
O.Color.w = M.Sun;
#endif
O.Material.x = M.Metalness;
O.Material.y = M.Hemi;
O.Material.z = M.AO;
#ifndef USE_PBR
O.Material.w = 0.0f;
#else
O.Material.w = 1.0f;
#endif
}
float4 GbufferGetPoint(in float2 HPos)
{
float Depth = s_position.Load(int3(HPos, 0)).x;
HPos = HPos - m_taa_jitter.xy * float2(0.5f, -0.5f) * pos_decompression_params2.xy;
float3 Point = float3(HPos * pos_decompression_params.zw - pos_decompression_params.xy, 1.0f);
Point *= depth_unpack.x * rcp(Depth - depth_unpack.y);
return float4(Point, 1.0f);
}
float3 GbufferGetPointRealUnjitter(in float2 TexCoord, in float Depth)
{
float3 Point = float3(TexCoord * 2.0f - 1.0f, 1.0f);
if(Depth < 0.02f) {
Point.z = depth_unpack.z * rcp(Depth * 50.0f - depth_unpack.w);
Point.xy *= pos_decompression_params_hud.xy * Point.z;
} else {
Point.z = depth_unpack.x * rcp(Depth - depth_unpack.y);
Point.xy *= pos_decompression_params.xy * Point.z;
}
return Point;
}
float3 GbufferGetPointRealUnjitter(in float2 TexCoord)
{
float Depth = s_position.Load(int3(TexCoord * pos_decompression_params2.xy, 0)).x;
return GbufferGetPointRealUnjitter(TexCoord, Depth);
}
void GbufferUnpack(in float2 TexCoord, in float2 HPos, inout IXrayGbuffer O)
{
float4 NormalHemi = s_normal.Load(int3(HPos, 0));
float4 Material = s_surface.Load(int3(HPos, 0));
float4 ColorSSS = s_diffuse.Load(int3(HPos, 0));
O.Depth = s_position.Load(int3(HPos, 0)).x;
HPos = HPos - m_taa_jitter.xy * float2(0.5f, -0.5f) * pos_decompression_params2.xy;
float3 P = float3(HPos * pos_decompression_params.zw - pos_decompression_params.xy, 1.0f);
float3 P_hud = float3(HPos * pos_decompression_params_hud.zw - pos_decompression_params_hud.xy, 1.0f);
O.Point = P * depth_unpack.x * rcp(O.Depth - depth_unpack.y);
O.PointHud = P_hud * depth_unpack.z * rcp(O.Depth * 50.0f - depth_unpack.w);
O.PointReal = O.Depth < 0.02f ? O.PointHud : O.Point;
O.ViewDist = length(O.PointReal);
O.View = O.PointReal * rcp(O.ViewDist);
O.Normal.xyz = NormalDecode(NormalHemi.xy);
O.Hemi = Material.y;
O.Color.xyz = PushGamma(ColorSSS.xyz);
O.SSS = ColorSSS.w;
O.Metalness = Material.x;
O.Roughness = NormalHemi.z;
O.AO = PushGamma(Material.z);
O.F0 = 0.002f + 0.028f * Material.w;
O.SnowMask = NormalHemi.w;
}
void GbufferUnpack(in float2 TexCoord, inout IXrayGbuffer O)
{
float2 HPos = TexCoord * pos_decompression_params2.xy;
float4 NormalHemi = s_normal.SampleLevel(smp_rtlinear, TexCoord, 0);
float4 Material = s_surface.SampleLevel(smp_rtlinear, TexCoord, 0);
float4 ColorSSS = s_diffuse.SampleLevel(smp_rtlinear, TexCoord, 0);
O.Depth = s_position.Load(int3(HPos, 0)).x;
HPos = HPos - m_taa_jitter.xy * float2(0.5f, -0.5f) * pos_decompression_params2.xy;
float3 P = float3(HPos * pos_decompression_params.zw - pos_decompression_params.xy, 1.0f);
float3 P_hud = float3(HPos * pos_decompression_params_hud.zw - pos_decompression_params_hud.xy, 1.0f);
O.Point = P * depth_unpack.x * rcp(O.Depth - depth_unpack.y);
O.PointHud = P_hud * depth_unpack.z * rcp(O.Depth * 50.0f - depth_unpack.w);
O.PointReal = O.Depth < 0.02f ? O.PointHud : O.Point;
O.ViewDist = length(O.PointReal);
O.View = O.PointReal * rcp(O.ViewDist);
O.Normal.xyz = NormalDecode(NormalHemi.xy);
O.Hemi = Material.y;
O.Color.xyz = PushGamma(ColorSSS.xyz);
O.SSS = ColorSSS.w;
O.Metalness = Material.x;
O.Roughness = NormalHemi.z;
O.AO = PushGamma(Material.z);
O.F0 = 0.002f + 0.028f * Material.w;
O.SnowMask = NormalHemi.w;
}
#endif