/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/goochy_shadow.fx#3 $ Copyright NVIDIA Corporation 2002-2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: Gooch shading w/glossy hilight in HLSL ps_2 pixel shader. ******************************************************************************/ #define MAX_SHADOW_BIAS 0.003 #define SHADOW_SIZE 1024 #include #include float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "sceneorobject"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=Technique?Main:Unshadowed;"; > = 0.8; float4 ClearColor < string UIWidget = "color"; string UIName = "background"; > = {0,0,0,0.0}; float ClearDepth = 1.0; /************* TWEAKABLES **************/ float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WorldViewProjXf : WorldViewProjection < string UIWidget="None"; >; float4x4 WorldViewXf : WorldView < string UIWidget="None"; >; // no projection float4x4 WorldXf : World < string UIWidget="None"; >; float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; float4x4 ViewITXf : ViewInverseTranspose ; DECLARE_SHADOW_XFORMS("light0",LampViewXf,LampProjXf,ShadowViewProjXf) DECLARE_SHADOW_BIAS DECLARE_SHADOW_MAPS(ColorShadMap,ColorShadSampler,ShadDepthTarget,ShadDepthSampler) /////////////////////////////////////////////////////////////// /// TWEAKABLES //////////////////////////////////////////////// /////////////////////////////////////////////////////////////// float3 SpotLightPos : POSITION < string UIName = "Light Posistion"; string Object = "SpotLight"; string Space = "World"; > = {-1.0f, 1.0f, 0.0f}; ///////////////////////////// float3 LiteColor < string UIName = "Bright Surface Color"; string UIWidget = "Color"; > = {0.8f, 0.5f, 0.1f}; float3 DarkColor < string UIName = "Dark Surface Color"; string UIWidget = "Color"; > = {0.0f, 0.0f, 0.0f}; float3 WarmColor < string UIName = "Gooch warm tone"; string UIWidget = "Color"; > = {0.5f, 0.4f, 0.05f}; float3 CoolColor < string UIName = "Gooch cool tone"; string UIWidget = "Color"; > = {0.05f, 0.05f, 0.6f}; float3 SpecColor : Specular < string UIName = "Hilight color"; string UIWidget = "Color"; > = {0.7f, 0.7f, 1.0f}; float SpecExpon : SpecularPower < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; string UIName = "specular power"; > = 40.0; float GlossTop < string UIWidget = "slider"; float UIMin = 0.2; float UIMax = 1.0; float UIStep = 0.05; string UIName = "Maximum for Gloss Dropoff"; > = 0.7; float GlossBot < string UIWidget = "slider"; float UIMin = 0.05; float UIMax = 0.95; float UIStep = 0.05; string UIName = "Minimum for Gloss Dropoff"; > = 0.5; float GlossDrop < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.05; string UIName = "Strength of Glossy Dropoff"; > = 0.2; float StripeScale < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 100.0; float UIStep = 0.05; // string UIName = "Strength of Glossy Dropoff"; > = 50.0; float StripeDens < string UIWidget = "slider"; float UIMin = 0.1; float UIMax = 0.9; float UIStep = 0.001; // string UIName = "Strength of Glossy Dropoff"; > = 0.25; float StripeRotation < string UIWidget = "slider"; float UIMin = -180.0; float UIMax = 180.0; float UIStep = 0.05; // string UIName = "Strength of Glossy Dropoff"; > = 73.0; static float SR = radians(StripeRotation); static float cr = cos(SR); static float sr = sin(SR); /////////////// prodecural texture for shadowing ///////////// #define TEX_SIZE 64 float4 stripe_function(float2 Pos : POSITION,float ps : PSIZE) : COLOR { float v = 0; float nx = Pos.x+ps; // keep the last column full-on, always v = nx > Pos.y; return float4(v.xxxx); } texture stripeTex < string function = "stripe_function"; string UIWidget = "None"; float2 Dimensions = { TEX_SIZE, TEX_SIZE }; >; sampler2D stripeSampler = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = WRAP; AddressV = CLAMP; }; ////////////////// struct // // Connector from vertex to pixel shader for typical usage. The // "LProj" member is the crucial one for shadow mapping. // struct GoochShadVertexOutput { float4 HPosition : POSITION; float2 UV : TEXCOORD0; float3 LightVec : TEXCOORD1; float3 WNormal : TEXCOORD2; float3 WView : TEXCOORD3; float4 LProj : TEXCOORD4; // current position in light-projection space float2 HatchPos : TEXCOORD5; // in scaled/rotated screen space }; ////////////////// vertex shader -- like shadowMap.fxh's shadowUseVS but with additional "HatchPos" output field GoochShadVertexOutput goochShadVS(ShadowAppData IN, uniform float4x4 WorldXform, uniform float4x4 WorldITXform, uniform float4x4 WVPXform, uniform float4x4 ShadowVPXform, uniform float4x4 ViewIXform, uniform float4x4 BiasXform, uniform float3 LightPosition) { GoochShadVertexOutput OUT = (GoochShadVertexOutput)0; OUT.WNormal = mul(IN.Normal,WorldITXform).xyz; // world coords float4 Po = float4(IN.Position.xyz,(float)1.0); // "P" in object coordinates float4 Pw = mul(Po,WorldXform); // "P" in world coordinates float4 Pl = mul(Pw,ShadowVPXform); // "P" in light coords //OUT.LProj = Pl; // ...for pixel-shader shadow calcs OUT.LProj = mul(Pl,BiasXform); // bias to make texcoord // OUT.WView = normalize(ViewIXform[3].xyz - Pw.xyz); // world coords float4 Ph = mul(Po,WVPXform); // screen clipspace coords OUT.HPosition = Ph; OUT.UV = IN.UV.xy; // pass-thru OUT.LightVec = LightPosition - Pw.xyz; // world coords float2 simpleStripe = StripeScale * float2(Ph.x*cr - Ph.y*sr, Ph.x*sr+Ph.y*cr); OUT.HatchPos = float2(simpleStripe.x/Ph.w,StripeDens); return OUT; } /*********** pixel shader ******/ void gooch_shared(GoochShadVertexOutput IN, out float4 DiffuseContrib, out float4 SpecularContrib) { float3 Ln = normalize(IN.LightVec); float3 Nn = normalize(IN.WNormal); float3 Vn = normalize(IN.WView); Nn = faceforward(Nn,-Vn,Nn); float3 Hn = normalize(Vn + Ln); float hdn = pow(max(0,dot(Hn,Nn)),SpecExpon); hdn = hdn * (GlossDrop+smoothstep(GlossBot,GlossTop,hdn)*(1.0-GlossDrop)); SpecularContrib = float4((hdn * SpecColor),1); float ldn = dot(Ln,Nn); float mixer = 0.5 * (ldn + 1.0); float diffComp = max(0,ldn); float3 surfColor = lerp(DarkColor,LiteColor,mixer); float3 toneColor = lerp(CoolColor,WarmColor,mixer); DiffuseContrib = float4((surfColor + toneColor),1); } float4 gooch_PS_unshadowed(GoochShadVertexOutput IN) :COLOR { float4 diffContrib; float4 specContrib; gooch_shared(IN,diffContrib,specContrib); float4 result = diffContrib + specContrib; return result; } float4 gooch_PS_noshad(GoochShadVertexOutput IN) :COLOR { float4 diffContrib; float4 specContrib; gooch_shared(IN,diffContrib,specContrib); float4 result = diffContrib + specContrib; return result; } float4 gooch_PS_shad(GoochShadVertexOutput IN) :COLOR { float4 diffContrib; float4 specContrib; gooch_shared(IN,diffContrib,specContrib); float4 shadowed = tex2Dproj(ShadDepthSampler,IN.LProj); float stripes = tex2D(stripeSampler,IN.HatchPos.xy).x; float4 result = (diffContrib + specContrib)*max(stripes,shadowed); return result; } /*************/ technique Main < string Script = "Pass=MakeShadow;" "Pass=UseShadow;"; > { pass MakeShadow < string Script = "RenderColorTarget0=ColorShadMap;" "RenderDepthStencilTarget=ShadDepthTarget;" "RenderPort=light0;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "Draw=geometry;"; > { VertexShader = compile vs_2_0 shadowGenVS(WorldXf,WorldITXf,ShadowViewProjXf); ZEnable = true; ZWriteEnable = true; ZFunc = LessEqual; CullMode = None; // no pixel shader } pass UseShadow < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "RenderPort=;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "Draw=geometry;"; > { VertexShader = compile vs_2_0 goochShadVS(WorldXf,WorldITXf, WorldViewProjXf, ShadowViewProjXf,ViewIXf,ShadBiasXf, SpotLightPos); ZEnable = true; ZWriteEnable = true; ZFunc = LessEqual; CullMode = None; PixelShader = compile ps_2_a gooch_PS_shad(); } } technique Unshadowed < string Script = "Pass=UseShadow;"; > { pass UseShadow < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "RenderPort=;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "Draw=geometry;"; > { VertexShader = compile vs_2_0 goochShadVS(WorldXf,WorldITXf, WorldViewProjXf, ShadowViewProjXf,ViewIXf,ShadBiasXf, SpotLightPos); ZEnable = true; ZWriteEnable = true; ZFunc = LessEqual; CullMode = None; PixelShader = compile ps_2_a gooch_PS_noshad(); } } /***************************** eof ***/