#ifdef CLASSIC #define PIN_SURFACE #define ALREADY_HAS_PS #include "default.hlsl" #define SPEC_EXPON 50 #define KS .1 #define NOISE_SCALE float3(0.09, 0.02, 0.004); #define SPREAD .3 #define GRASS_THRESHOLD .95 #define FADE_DIST 300//133.33 fix!!!!!!!!!! #define FADE_DIST_START 20 void DefaultPS(VertexOutput IN, #ifdef PIN_GBUFFER out float4 oColor1: COLOR1, #endif out float4 oColor0: COLOR0) { float3 nn = normalize(IN.Normal); float3x3 normalMatrix = { IN.Tangent.xyz, cross(nn, IN.Tangent.xyz), nn }; float fade = saturate(1 - (IN.View_Depth.w - FADE_DIST_START) / FADE_DIST); float2 uv = IN.Uv.xy; float3 shiftPos = DisplaceCoord(IN.Pos.xyz); float3 ns = NOISE_SCALE; float noiseval2 = tex3D(SpecularMap,shiftPos.xyz*ns.x).x * 0.4; float noiseval = tex3D(SpecularMap,shiftPos.zyx*ns.y).x * 0.6; noiseval -= noiseval2; float noiseval3 = tex3D(SpecularMap,shiftPos.xyz*ns.z).x * 0.3; noiseval += noiseval3; float interp = (noiseval - GRASS_THRESHOLD + SPREAD)/2/SPREAD+0.5; interp = clamp(interp,0,1); float3 grassColor = tex2D(DiffuseMap, uv).xyz; float3 dirt = tex2D(NormalMap,uv).xyz; float3 albedo = IN.Color.xyz; albedo = lerp(grassColor + IN.Color.xyz - float3(0.31,0.43,0.146), dirt, interp * fade); float3 grassNorm = tex2D(StudsMap,uv).xyz; float3 dirtNorm = float3(0.5,0.5,1); float3 tn = lerp(grassNorm, dirtNorm, interp) - 0.5; tn = CalcBevel(IN.EdgeDistances, tn, IN.View_Depth.w); nn = mul(tn, normalMatrix); float3 vn = normalize(IN.View_Depth.xyz); float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz); light.a = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace.xyz, light.a); float3 diffuse; float3 specular; Shade(albedo, nn, vn, KS, SPEC_EXPON, light, diffuse, specular); oColor0 = float4(diffuse + specular, IN.Color.w); float fogAlpha = saturate((G(FogParams).z - length(IN.View_Depth.xyz)) * G(FogParams).w); oColor0.xyz = lerp(G(FogColor), oColor0.rgb, fogAlpha); #ifdef PIN_GBUFFER oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha); #endif } #else #define CFG_TEXTURE_TILING 1 #define CFG_DIFFUSE_SCALE 1 #define CFG_SPECULAR_SCALE 1 #define CFG_GLOSS_SCALE 256 #define CFG_REFLECTION_SCALE 0 #define CFG_NORMAL_SHADOW_SCALE 0.5 #define CFG_SPECULAR_LOD 0.17 #define CFG_GLOSS_LOD 18 #define CFG_NORMAL_DETAIL_TILING 0 #define CFG_NORMAL_DETAIL_SCALE 0 #define CFG_FAR_TILING 0.25 #define CFG_FAR_DIFFUSE_CUTOFF 0.6 #define CFG_FAR_NORMAL_CUTOFF 0 #define CFG_FAR_SPECULAR_CUTOFF 0 #define CFG_OPT_BLEND_COLOR #include "material.hlsl" #endif