Files
aya/client/common/shaders/source/plastic.hlsl
2025-12-17 16:47:48 +00:00

161 lines
3.9 KiB
HLSL

#ifdef CLASSIC
#ifdef PIN_HQ
#define PIN_SURFACE
#define ALREADY_HAS_PS
#include "default.hlsl"
#define SPEC_EXPON 81 //81
#define KS .75
#define FADE_DIST 500
#define FADE_DIST_START 0
float3 CalcBevelDir(float4 edgeDistances)
{
float3 dir = float3(0, 0, 0);
float4 bevelMultiplier = edgeDistances <= BEVEL_WIDTH;
dir += bevelMultiplier.x * float3(1, 0, 0);
dir += bevelMultiplier.y * float3(-1, 0, 0);
dir += bevelMultiplier.z * float3(0, 1, 0);
dir += bevelMultiplier.w * float3(0, -1, 0);
return dir;
}
uniform float4 WaveParams; // .x = frequency .y = phase .z = height .w = lerp
void DefaultPS(VertexOutput IN,
#ifdef PIN_GBUFFER
out float4 oColor1: COLOR1,
#endif
out float4 oColor0: COLOR0)
{
float normalStrength = .4;
float fade = saturate(normalStrength - (IN.View_Depth.w - FADE_DIST_START) / FADE_DIST);
float3 nn = normalize(IN.Normal);
float4 edgeDistances = IN.EdgeDistances;
float4 albedo = IN.Color;
float2 uv;
float wt = 1.0;
#ifndef PIN_MESH
uv = IN.UvStuds;
float3x3 normalMatrix = {
IN.Tangent.xyz,
cross(nn, IN.Tangent.xyz),
nn
};
//tn = tex2D(NormalMap, uv) - .5;//studs normal
float3 tn = float3(0,0,.5);
tn = lerp(float3(0, 0, .5), tn, fade);
tn = CalcBevel(edgeDistances, tn, IN.View_Depth.w);
nn = mul(tn, normalMatrix);
wt = 1.0 - abs(length(tn.xy));
float4 colorTex = tex2D(DiffuseMap, uv);
//albedo = lerp(albedo, colorTex.xyz, colorTex.w);//studs normal
//albedo += (colorTex.x * 2 - 1) * .07;//studs normal
#else
uv = IN.Uv;
float4 colorTex = tex2D(DiffuseMap, uv);
albedo *= colorTex;
#endif
float3 vn = normalize(IN.View_Depth.xyz);
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
float3 diffuse;
float3 specular;
#ifdef CLASSIC_GOURAUD
float3 diffusePhong;
float3 specularPhong;
Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffusePhong, specularPhong);
diffuse = lerp(diffusePhong, IN.Diffuse * albedo.rgb, wt);
specular = lerp(specularPhong, IN.Specular, wt);
#else
Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffuse, specular);
#endif
#ifndef PIN_MESH
diffuse = lerp(diffuse, colorTex.xyz, colorTex.w);
#endif
float3 result = diffuse + specular;
#ifdef PIN_REFLECTION
float3 reflection = texCUBE(EnvironmentMap, reflect(-vn, nn)).rgb;
result = lerp(result, reflection, IN.Reflection);
#endif
float fogAlpha = saturate((G(FogParams).z - length(IN.View_Depth.xyz)) * G(FogParams).w);
result = lerp(G(FogColor), result, fogAlpha);
oColor0 = float4(result, albedo.a);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}
#else
#define PIN_PLASTIC
#include "default.hlsl"
#endif
#else
#if defined(PIN_HQ)
#define PIN_SURFACE
#include "default.hlsl"
#define CFG_TEXTURE_TILING 1
#define CFG_BUMP_INTENSITY 0.5
#define CFG_SPECULAR 0.4
#define CFG_GLOSS 9
#define CFG_NORMAL_SHADOW_SCALE 0.1
Surface surfaceShader(SurfaceInput IN, float2 fade2)
{
float fade = fade2.y;
float4 studs = tex2D(DiffuseMap, IN.UvStuds);
float3 normal = nmapUnpack(tex2D(NormalMap, IN.UvStuds));
#ifdef GLSLES
float3 noise = float3(0, 0, 1);
#else
float3 noise = nmapUnpack(tex2D(NormalDetailMap, IN.Uv * (CFG_TEXTURE_TILING)));
#endif
float noiseScale = saturate0(IN.Color.a * 2 * (CFG_BUMP_INTENSITY) - 1 * (CFG_BUMP_INTENSITY));
#ifdef PIN_REFLECTION
noiseScale *= saturate(1 - 2 * IN.Reflectance);
#endif
normal.xy += noise.xy * noiseScale;
normal.xy *= fade;
Surface surface = (Surface)0;
surface.albedo = IN.Color.rgb * (studs.r * 2);
surface.normal = normal;
surface.specular = (CFG_SPECULAR);
surface.gloss = (CFG_GLOSS);
#ifdef PIN_REFLECTION
surface.reflectance = IN.Reflectance;
#endif
return surface;
}
#else
#define PIN_PLASTIC
#include "default.hlsl"
#endif
#endif