-
-
Save tm8r/363b2b4cdd9329b935921c93a56c55e0 to your computer and use it in GitHub Desktop.
dx11 phong example
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// -----------Properties-------------- | |
uniform float3 _LightDir0 : Direction | |
< | |
string Object = "Light 0"; | |
string UIName = "Light 0 Direction"; | |
string Space = "World"; | |
>; | |
texture diffuseTexture | |
< | |
string name = ""; | |
string UIName = "Diffuse"; | |
string TextureType = "2D"; | |
>; | |
uniform sampler2D _diffuseMap | |
< | |
string UIName = "Diffuse"; | |
> = sampler_state{ | |
Texture = <diffuseTexture>; | |
Filter = MIN_MAG_MIP_LINEAR; | |
AddressU = Wrap; | |
AddressV = Wrap; | |
}; | |
texture layerTexture | |
< | |
string name = ""; | |
string UIName = "Layer"; | |
string TextureType = "2D"; | |
>; | |
uniform sampler2D layerMap | |
< | |
string UIName = "Layer"; | |
> = sampler_state{ | |
Texture = <layerTexture>; | |
Filter = MIN_MAG_MIP_LINEAR; | |
AddressU = Wrap; | |
AddressV = Wrap; | |
}; | |
// ---------------Math------------------ | |
float4x4 WorldViewProjection : WorldViewProjection < string UIWidget = "None";>; | |
float4x4 WorldInverseTranspose : WorldInverseTranspose < string UIWidget = "None";>; | |
float4x4 World : World < string UIWidget = "None";>; | |
float4x4 ViewInverse : ViewInverse < string UIWidget = "None";>; | |
//-----------Structs-------------- | |
struct app2vert { | |
float4 vertex : POSITION; | |
float2 texCoord : TEXCOORD0; | |
float4 normal : NORMAL; | |
}; | |
struct vert2pixel { | |
float4 pos : POSITION; | |
float2 uvs : TEXCOORD0; | |
float3 viewDir : TEXCOORD1; | |
float4 normal : TEXCOORD2; | |
}; | |
//-----------Vertex Shader-------------- | |
vert2pixel vShader(app2vert IN) | |
{ | |
vert2pixel OUT; | |
OUT.pos = mul(IN.vertex, WorldViewProjection); | |
OUT.uvs = float2(IN.texCoord.x, 1.0 - IN.texCoord.y); | |
float3 posWorld = mul(IN.vertex, World).xyz; | |
float3 _WorldSpaceCameraPos = float3(ViewInverse[0].w, ViewInverse[1].w, ViewInverse[2].w); | |
OUT.viewDir = normalize(ViewInverse[3].xyz - posWorld); | |
OUT.normal = mul(IN.normal, WorldInverseTranspose); | |
return OUT; | |
} | |
//-----------Pixel Shader-------------- | |
float4 pShader (vert2pixel IN) : SV_Target | |
{ | |
float4 outColor; | |
float4 diffuseColor = pow(tex2D(_diffuseMap, IN.uvs), 2.2); | |
float3 normalDir = normalize(mul(IN.normal, WorldInverseTranspose).xyz); | |
float3 lightDir = normalize(-_LightDir0.xyz); | |
float3 halfDir = normalize(lightDir.xyz + IN.viewDir); | |
float NoH = saturate(dot(normalDir, halfDir)); | |
float LoH = saturate(dot(lightDir, halfDir)); | |
float NoL = saturate(dot(normalDir, lightDir)); | |
float3 reflectionVector = normalize(2.0 * IN.normal * NoL - lightDir); | |
float specular = pow(max(0, dot(reflectionVector, IN.viewDir)), 30); | |
float4 color = diffuseColor * NoL; | |
outColor = float4(color.xyz + specular, 0); | |
return outColor; | |
} | |
RasterizerState CullBack | |
{ | |
FillMode = SOLID; | |
CullMode = Front; | |
FrontCounterClockWise = FALSE; | |
MultiSampleEnable = FALSE; | |
AntiAliasedLineEnable = FALSE; | |
}; | |
//-----------Techniques-------------- | |
technique11 Main | |
{ | |
pass P0 | |
{ | |
SetRasterizerState(CullBack); | |
SetVertexShader(CompileShader(vs_5_0, vShader())); | |
SetPixelShader(CompileShader(ps_5_0, pShader())); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment