DX11CustomPixelShader.hlsl 4.5 KB

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  1. /////////////
  2. // GLOBALS //
  3. /////////////
  4. Texture2D shaderTexture : register(t0);
  5. SamplerState SampleType;
  6. // The position of the kamera
  7. cbuffer Kamera : register(b0)
  8. {
  9. float4 kPosition;
  10. }
  11. // these values should sum up to 1
  12. cbuffer Material : register(b1)
  13. {
  14. float ambientFactor;
  15. float diffusFactor;
  16. float specularFactor;
  17. };
  18. cbuffer LightCount : register(b2)
  19. {
  20. int diffuseLightCount;
  21. int pointLightCount;
  22. }
  23. // lights
  24. struct DiffuseLight
  25. {
  26. float3 direction;
  27. float3 color;
  28. };
  29. struct PointLight
  30. {
  31. float3 position;
  32. float3 color;
  33. float radius;
  34. };
  35. cbuffer TexturEffect : register(b3)
  36. {
  37. bool effectEnabled;
  38. float effectPercentage;
  39. };
  40. StructuredBuffer< DiffuseLight > difuseLights : register(t1);
  41. StructuredBuffer< PointLight > pointLights : register(t2);
  42. Texture2D additionalTexture : register(t3);
  43. //////////////
  44. // TYPEDEFS //
  45. //////////////
  46. struct PixelInputType
  47. {
  48. float4 worldPos : POSITION;
  49. float4 position : SV_POSITION;
  50. float2 tex : TEXCOORD0;
  51. float3 normal : TEXCOORD1;
  52. float4 light : TEXCOORD2;
  53. };
  54. ////////////////////////////////////////////////////////////////////////////////
  55. // Pixel Shader
  56. ////////////////////////////////////////////////////////////////////////////////
  57. float4 TexturePixelShader(PixelInputType input) : SV_TARGET
  58. {
  59. float3 diffuseLight = float3(0, 0, 0);
  60. float3 specularLight = float3(0, 0, 0);
  61. float4 materialColor = shaderTexture.Sample(SampleType, input.tex);
  62. if (effectEnabled)
  63. {
  64. float dist = sqrt((input.tex.x - 0.5f) * (input.tex.x - 0.5f) + (input.tex.y - 0.5f) * (input.tex.y - 0.5f)) / sqrt(0.5f);
  65. if (dist < effectPercentage)
  66. {
  67. float alphaMultiplier = (effectPercentage - dist) / 0.2f;
  68. if (alphaMultiplier > 1)
  69. alphaMultiplier = 1.f;
  70. float4 effectColor = additionalTexture.Sample(SampleType, input.tex);
  71. materialColor = effectColor * (effectColor.a * alphaMultiplier) + materialColor * (1 - effectColor.a * alphaMultiplier);
  72. }
  73. }
  74. if (input.light.w > 0)
  75. {
  76. diffuseLight = float3(materialColor.x * input.light.x, materialColor.y * input.light.y, materialColor.z * input.light.z);
  77. }
  78. else
  79. {
  80. for (int j = 0; j < diffuseLightCount; j++)
  81. {
  82. if (dot(input.normal, -difuseLights[j].direction) < 0)
  83. continue;
  84. diffuseLight += difuseLights[j].color * dot(input.normal, -difuseLights[j].direction);
  85. }
  86. /*for (int i = 0; i < pointLightCount; i++)
  87. {
  88. float3 lightDir = pointLights[i].position - input.worldPos.xyz;
  89. float factor;
  90. if (length(lightDir) < 1)
  91. factor = 1;
  92. else
  93. factor = pointLights[i].radius / length(lightDir);
  94. float f = dot(input.normal, normalize(lightDir));
  95. if (f > 0)
  96. {
  97. diffuseLight += pointLights[i].color * f * factor;
  98. f = dot(normalize(reflect(normalize(-lightDir), input.normal)), normalize(kPosition.xyz - input.worldPos.xyz));
  99. if (f > 0)
  100. specularLight += pointLights[i].color * f * factor;
  101. }
  102. }*/
  103. }
  104. //if (!(diffuseLight.x >= 0 && diffuseLight.x <= 1))
  105. // diffuseLight.x = 0;
  106. float4 textureColor = saturate((materialColor * ambientFactor) + (float4(diffuseLight.x, diffuseLight.y, diffuseLight.z, 0) * diffusFactor) + (float4(specularLight.x, specularLight.y, specularLight.z, 0) * specularFactor));
  107. textureColor.a = materialColor.a;
  108. if (isnan(diffuseLight.x * diffusFactor))
  109. textureColor = materialColor;
  110. return textureColor;
  111. //return textureColor;
  112. //if (diffusFactor == 0)
  113. // return float4(1, 1, 0, 1);
  114. /*if (isnan(diffuseLight.x) || isnan(diffusFactor) || isinf(diffuseLight.x) || isinf(-diffuseLight.x))
  115. return float4(0, 1, 1, 1);
  116. if (isnan(diffuseLight.x - diffuseLight.x) && isnan(diffuseLight.x * diffusFactor) )
  117. return float4(1, 1, 1, 1);
  118. if ((diffuseLight.x * diffusFactor) != 0 && (diffuseLight.x * diffusFactor) != -0)
  119. return float4(0, 0, 1, 1);
  120. return float4(0, 1, 0, 1);*/
  121. }