Files
directx-plane-game/Graphics2/TerrainShaders.hlsl
iDunnoDev bc906064e5 Added color gradient for the terrain blend maps
Added terrainBuffer struct
Added shared methods to genereate random UV's and intensities
Added water to the terrain
Added random UV's to the shader
Removed the vector3d class since DX can deal with that stuff...
2022-05-04 14:09:59 +01:00

156 lines
4.5 KiB
HLSL

cbuffer ConstantBuffer
{
float4x4 completeTransformation;
float4x4 worldTransformation;
float4 cameraPosition;
float4 lightVector; // the light's vector
float4 lightColor; // the light's color
float4 ambientColor; // the ambient light's color
float4 diffuseCoefficient; // The diffuse reflection cooefficient
float4 specularCoefficient; // The specular reflection cooefficient
float shininess; // The shininess factor
float opacity; // The opacity (transparency) of the material. 0 = fully transparent, 1 = fully opaque
float waterHeight;
float waterShininess;
float4 waterColor;
float padding[4];
}
Texture2D BlendMap : register(t0);
Texture2DArray TexturesArray : register(t1);
Texture2D WaterNormalMap : register(t2);
Texture2D rngNoiseMap : register(t3);
SamplerState ss
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
struct VertexShaderInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float2 BlendMapTexCoord : TEXCOORD1;
};
struct PixelShaderInput
{
float4 Position : SV_POSITION;
float4 PositionWS: TEXCOORD2;
float4 NormalWS : TEXCOORD3;
float2 TexCoord : TEXCOORD0;
float2 BlendMapTexCoord : TEXCOORD1;
};
float2 UVRotate(float2 uvCoord, float2 pivotPoint, float rotation)
{
float2x2 rotateMatrix = float2x2(float2(sin(rotation), -cos(rotation)), float2(cos(rotation), sin(rotation)));
uvCoord -= pivotPoint;
uvCoord = mul(uvCoord, rotateMatrix);
uvCoord += pivotPoint;
return uvCoord;
}
PixelShaderInput VShader(VertexShaderInput vin)
{
PixelShaderInput output;
float3 position = vin.Position;
if (position.y < waterHeight)
{
position.y = waterHeight - 0.01f;
}
output.Position = mul(completeTransformation, float4(position, 1.0f));
output.PositionWS = mul(worldTransformation, float4(position, 1.0f));
output.NormalWS = float4(mul((float3x3)worldTransformation, vin.Normal), 1.0f);
output.TexCoord = vin.TexCoord;
output.BlendMapTexCoord = vin.BlendMapTexCoord;
return output;
}
float4 hash4(float2 v)
{
float4 p = mul(float4x2(127.1, 311.7, 269.5, 183.3, 113.5, 271.9, 246.1, 124.6), v);
return frac(sin(p) * 43758.5453123);
}
float4 PShader(PixelShaderInput input) : SV_TARGET
{
float4 directionToCamera = normalize(input.PositionWS - cameraPosition);
float4 directionToLight = normalize(-lightVector);
float surfaceShininess = shininess;
float4 adjustedNormal = normalize(input.NormalWS);
if (input.PositionWS.y < waterHeight)
{
float3 n0 = (float3)WaterNormalMap.Sample(ss, input.TexCoord);
float4 n2 = float4(mul((float3x3)worldTransformation, n0), 1.0f);
adjustedNormal = n2;
surfaceShininess = waterShininess;
}
// Calculate diffuse lighting
float NdotL = max(0, dot(adjustedNormal, directionToLight));
float4 diffuse = saturate(lightColor * NdotL * diffuseCoefficient);
diffuse.a = 1.0f;
// Calculate specular component
float4 R = 2 * NdotL * adjustedNormal - directionToLight;
float RdotV = max(0, dot(R, directionToCamera));
float4 specular = saturate(lightColor * pow(RdotV, surfaceShininess) * specularCoefficient);
specular.a = 1.0f;
// Calculate ambient lighting
float4 ambientLight = ambientColor * diffuseCoefficient;
float4 color;
float4 randSamp = rngNoiseMap.Sample(ss, input.BlendMapTexCoord);
float2 scaleCenter = float2(0.5f, 0.5f);
float currentScale = randSamp.r;
float2 scaledUV = frac(UVRotate(input.TexCoord, scaleCenter, currentScale)); // (input.TexCoord - scaleCenter) * currentScale + scaleCenter;
float2 xChange = ddx(scaledUV);
float2 yChange = ddy(scaledUV);
/*if (xChange.x < 0)
{
xChange = float2(0, 0);
}
if (yChange.y < 0)
{
yChange = float2(0, 0);
}*/
// Sample layers in texture array.
float4 c0 = TexturesArray.SampleGrad(ss, float3(scaledUV, 0.0f), xChange, yChange);
float4 c1 = TexturesArray.SampleGrad(ss, float3(scaledUV, 1.0f), xChange, yChange);
float4 c2 = TexturesArray.SampleGrad(ss, float3(scaledUV, 2.0f), xChange, yChange);
float4 c3 = TexturesArray.SampleGrad(ss, float3(scaledUV, 3.0f), xChange, yChange);
float4 c4 = TexturesArray.SampleGrad(ss, float3(scaledUV, 4.0f), xChange, yChange);
// Sample the blend map.
float4 t = BlendMap.Sample(ss, input.BlendMapTexCoord);
// Blend the layers on top of each other.
color = c0;
color = lerp(color, c1, t.r);
color = lerp(color, c2, t.g);
color = lerp(color, c3, t.b);
color = lerp(color, c4, t.a);
// Combine all components
if (input.PositionWS.y < waterHeight)
{
color = color * waterColor;
}
color = (ambientLight + diffuse) * color;
color = saturate(color + specular);
return color;
}